2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
40 enum wined3d_format_id id
;
43 format_index_remap
[] =
45 {WINED3DFMT_UYVY
, WINED3D_FORMAT_FOURCC_BASE
},
46 {WINED3DFMT_YUY2
, WINED3D_FORMAT_FOURCC_BASE
+ 1},
47 {WINED3DFMT_YV12
, WINED3D_FORMAT_FOURCC_BASE
+ 2},
48 {WINED3DFMT_DXT1
, WINED3D_FORMAT_FOURCC_BASE
+ 3},
49 {WINED3DFMT_DXT2
, WINED3D_FORMAT_FOURCC_BASE
+ 4},
50 {WINED3DFMT_DXT3
, WINED3D_FORMAT_FOURCC_BASE
+ 5},
51 {WINED3DFMT_DXT4
, WINED3D_FORMAT_FOURCC_BASE
+ 6},
52 {WINED3DFMT_DXT5
, WINED3D_FORMAT_FOURCC_BASE
+ 7},
53 {WINED3DFMT_MULTI2_ARGB8
, WINED3D_FORMAT_FOURCC_BASE
+ 8},
54 {WINED3DFMT_G8R8_G8B8
, WINED3D_FORMAT_FOURCC_BASE
+ 9},
55 {WINED3DFMT_R8G8_B8G8
, WINED3D_FORMAT_FOURCC_BASE
+ 10},
56 {WINED3DFMT_ATI1N
, WINED3D_FORMAT_FOURCC_BASE
+ 11},
57 {WINED3DFMT_ATI2N
, WINED3D_FORMAT_FOURCC_BASE
+ 12},
58 {WINED3DFMT_INST
, WINED3D_FORMAT_FOURCC_BASE
+ 13},
59 {WINED3DFMT_NVDB
, WINED3D_FORMAT_FOURCC_BASE
+ 14},
60 {WINED3DFMT_NVHU
, WINED3D_FORMAT_FOURCC_BASE
+ 15},
61 {WINED3DFMT_NVHS
, WINED3D_FORMAT_FOURCC_BASE
+ 16},
62 {WINED3DFMT_INTZ
, WINED3D_FORMAT_FOURCC_BASE
+ 17},
63 {WINED3DFMT_RESZ
, WINED3D_FORMAT_FOURCC_BASE
+ 18},
64 {WINED3DFMT_NULL
, WINED3D_FORMAT_FOURCC_BASE
+ 19},
65 {WINED3DFMT_R16
, WINED3D_FORMAT_FOURCC_BASE
+ 20},
66 {WINED3DFMT_AL16
, WINED3D_FORMAT_FOURCC_BASE
+ 21},
67 {WINED3DFMT_NV12
, WINED3D_FORMAT_FOURCC_BASE
+ 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id
;
75 DWORD red_size
, green_size
, blue_size
, alpha_size
;
76 DWORD red_offset
, green_offset
, blue_offset
, alpha_offset
;
78 BYTE depth_size
, stencil_size
;
81 static const struct wined3d_format_channels formats
[] =
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
87 {WINED3DFMT_UYVY
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
100 {WINED3DFMT_R8G8_SNORM_Cx
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT
, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM
, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM
, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM
, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM
, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM
, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM
, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM
, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM
, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM
, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM
, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
118 {WINED3DFMT_L8_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM
, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM
, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
128 /* Depth stencil formats */
129 {WINED3DFMT_D16_LOCKABLE
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
130 {WINED3DFMT_D32_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
131 {WINED3DFMT_S1_UINT_D15_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
132 {WINED3DFMT_X8D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
133 {WINED3DFMT_S4X4_UINT_D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
134 {WINED3DFMT_D16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
135 {WINED3DFMT_D32_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
136 {WINED3DFMT_S8_UINT_D24_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
137 {WINED3DFMT_VERTEXDATA
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 /* Vendor-specific formats */
139 {WINED3DFMT_ATI1N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
140 {WINED3DFMT_ATI2N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_NVDB
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
142 {WINED3DFMT_INST
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INTZ
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
144 {WINED3DFMT_RESZ
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
145 {WINED3DFMT_NVHU
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
146 {WINED3DFMT_NVHS
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NULL
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
148 /* Unsure about them, could not find a Windows driver that supports them */
149 {WINED3DFMT_R16
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
150 {WINED3DFMT_AL16
, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 {WINED3DFMT_R32G32B32A32_TYPELESS
, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS
, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R16G16B16A16_TYPELESS
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
155 {WINED3DFMT_R32G32_TYPELESS
, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
156 {WINED3DFMT_R32G8X24_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
157 {WINED3DFMT_R10G10B10A2_TYPELESS
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
158 {WINED3DFMT_R8G8B8A8_TYPELESS
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
159 {WINED3DFMT_R16G16_TYPELESS
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
160 {WINED3DFMT_R32_TYPELESS
, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R24G8_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
162 {WINED3DFMT_R8G8_TYPELESS
, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
163 {WINED3DFMT_R16_TYPELESS
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R8_TYPELESS
, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC1_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC2_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC3_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC4_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC5_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_B8G8R8A8_TYPELESS
, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
171 {WINED3DFMT_B8G8R8X8_TYPELESS
, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
174 enum wined3d_channel_type
176 WINED3D_CHANNEL_TYPE_NONE
,
177 WINED3D_CHANNEL_TYPE_UNORM
,
178 WINED3D_CHANNEL_TYPE_SNORM
,
179 WINED3D_CHANNEL_TYPE_UINT
,
180 WINED3D_CHANNEL_TYPE_SINT
,
181 WINED3D_CHANNEL_TYPE_FLOAT
,
182 WINED3D_CHANNEL_TYPE_DEPTH
,
183 WINED3D_CHANNEL_TYPE_STENCIL
,
184 WINED3D_CHANNEL_TYPE_UNUSED
,
187 struct wined3d_typed_format_info
189 enum wined3d_format_id id
;
190 enum wined3d_format_id typeless_id
;
191 const char *channels
;
195 * The last entry for a given typeless format defines its internal format.
197 * u - WINED3D_CHANNEL_TYPE_UNORM
198 * i - WINED3D_CHANNEL_TYPE_SNORM
199 * U - WINED3D_CHANNEL_TYPE_UINT
200 * I - WINED3D_CHANNEL_TYPE_SINT
201 * F - WINED3D_CHANNEL_TYPE_FLOAT
202 * D - WINED3D_CHANNEL_TYPE_DEPTH
203 * S - WINED3D_CHANNEL_TYPE_STENCIL
204 * X - WINED3D_CHANNEL_TYPE_UNUSED
206 static const struct wined3d_typed_format_info typed_formats
[] =
208 {WINED3DFMT_R32G32B32A32_UINT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "UUUU"},
209 {WINED3DFMT_R32G32B32A32_SINT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "IIII"},
210 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "FFFF"},
211 {WINED3DFMT_R32G32B32_UINT
, WINED3DFMT_R32G32B32_TYPELESS
, "UUU"},
212 {WINED3DFMT_R32G32B32_SINT
, WINED3DFMT_R32G32B32_TYPELESS
, "III"},
213 {WINED3DFMT_R32G32B32_FLOAT
, WINED3DFMT_R32G32B32_TYPELESS
, "FFF"},
214 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3DFMT_R16G16B16A16_TYPELESS
, "uuuu"},
215 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3DFMT_R16G16B16A16_TYPELESS
, "iiii"},
216 {WINED3DFMT_R16G16B16A16_UINT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "UUUU"},
217 {WINED3DFMT_R16G16B16A16_SINT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "IIII"},
218 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "FFFF"},
219 {WINED3DFMT_R32G32_UINT
, WINED3DFMT_R32G32_TYPELESS
, "UU"},
220 {WINED3DFMT_R32G32_SINT
, WINED3DFMT_R32G32_TYPELESS
, "II"},
221 {WINED3DFMT_R32G32_FLOAT
, WINED3DFMT_R32G32_TYPELESS
, "FF"},
222 {WINED3DFMT_R10G10B10A2_SNORM
, WINED3DFMT_R10G10B10A2_TYPELESS
, "iiii"},
223 {WINED3DFMT_R10G10B10A2_UINT
, WINED3DFMT_R10G10B10A2_TYPELESS
, "UUUU"},
224 {WINED3DFMT_R10G10B10A2_UNORM
, WINED3DFMT_R10G10B10A2_TYPELESS
, "uuuu"},
225 {WINED3DFMT_R8G8B8A8_UINT
, WINED3DFMT_R8G8B8A8_TYPELESS
, "UUUU"},
226 {WINED3DFMT_R8G8B8A8_SINT
, WINED3DFMT_R8G8B8A8_TYPELESS
, "IIII"},
227 {WINED3DFMT_R8G8B8A8_UNORM_SRGB
, WINED3DFMT_R8G8B8A8_TYPELESS
, "uuuu"},
228 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3DFMT_R8G8B8A8_TYPELESS
, "uuuu"},
229 {WINED3DFMT_R16G16_UNORM
, WINED3DFMT_R16G16_TYPELESS
, "uu"},
230 {WINED3DFMT_R16G16_SNORM
, WINED3DFMT_R16G16_TYPELESS
, "ii"},
231 {WINED3DFMT_R16G16_UINT
, WINED3DFMT_R16G16_TYPELESS
, "UU"},
232 {WINED3DFMT_R16G16_SINT
, WINED3DFMT_R16G16_TYPELESS
, "II"},
233 {WINED3DFMT_R16G16_FLOAT
, WINED3DFMT_R16G16_TYPELESS
, "FF"},
234 {WINED3DFMT_R32_UINT
, WINED3DFMT_R32_TYPELESS
, "U"},
235 {WINED3DFMT_R32_SINT
, WINED3DFMT_R32_TYPELESS
, "I"},
236 {WINED3DFMT_R32_FLOAT
, WINED3DFMT_R32_TYPELESS
, "F"},
237 {WINED3DFMT_R24_UNORM_X8_TYPELESS
, WINED3DFMT_R24G8_TYPELESS
, "DX"},
238 {WINED3DFMT_X24_TYPELESS_G8_UINT
, WINED3DFMT_R24G8_TYPELESS
, "XS"},
239 {WINED3DFMT_D24_UNORM_S8_UINT
, WINED3DFMT_R24G8_TYPELESS
, "DS"},
240 {WINED3DFMT_R8G8_SNORM
, WINED3DFMT_R8G8_TYPELESS
, "ii"},
241 {WINED3DFMT_R8G8_UNORM
, WINED3DFMT_R8G8_TYPELESS
, "uu"},
242 {WINED3DFMT_R16_UNORM
, WINED3DFMT_R16_TYPELESS
, "u"},
243 {WINED3DFMT_R16_UINT
, WINED3DFMT_R16_TYPELESS
, "U"},
244 {WINED3DFMT_R16_SINT
, WINED3DFMT_R16_TYPELESS
, "I"},
245 {WINED3DFMT_R16_FLOAT
, WINED3DFMT_R16_TYPELESS
, "F"},
246 {WINED3DFMT_R8_UNORM
, WINED3DFMT_R8_TYPELESS
, "u"},
247 {WINED3DFMT_BC1_UNORM_SRGB
, WINED3DFMT_BC1_TYPELESS
, ""},
248 {WINED3DFMT_BC1_UNORM
, WINED3DFMT_BC1_TYPELESS
, ""},
249 {WINED3DFMT_BC2_UNORM_SRGB
, WINED3DFMT_BC2_TYPELESS
, ""},
250 {WINED3DFMT_BC2_UNORM
, WINED3DFMT_BC2_TYPELESS
, ""},
251 {WINED3DFMT_BC3_UNORM_SRGB
, WINED3DFMT_BC3_TYPELESS
, ""},
252 {WINED3DFMT_BC3_UNORM
, WINED3DFMT_BC3_TYPELESS
, ""},
253 {WINED3DFMT_BC4_UNORM
, WINED3DFMT_BC4_TYPELESS
, ""},
254 {WINED3DFMT_BC5_UNORM
, WINED3DFMT_BC5_TYPELESS
, ""},
255 {WINED3DFMT_B8G8R8A8_UNORM_SRGB
, WINED3DFMT_B8G8R8A8_TYPELESS
, "uuuu"},
256 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3DFMT_B8G8R8A8_TYPELESS
, "uuuu"},
257 {WINED3DFMT_B8G8R8X8_UNORM_SRGB
, WINED3DFMT_B8G8R8X8_TYPELESS
, "uuuX"},
258 {WINED3DFMT_B8G8R8X8_UNORM
, WINED3DFMT_B8G8R8X8_TYPELESS
, "uuuX"},
261 struct wined3d_format_ddi_info
263 enum wined3d_format_id id
;
264 D3DDDIFORMAT ddi_format
;
267 static const struct wined3d_format_ddi_info ddi_formats
[] =
269 {WINED3DFMT_B8G8R8_UNORM
, D3DDDIFMT_R8G8B8
},
270 {WINED3DFMT_B8G8R8A8_UNORM
, D3DDDIFMT_A8R8G8B8
},
271 {WINED3DFMT_B8G8R8X8_UNORM
, D3DDDIFMT_X8R8G8B8
},
272 {WINED3DFMT_B5G6R5_UNORM
, D3DDDIFMT_R5G6B5
},
273 {WINED3DFMT_B5G5R5X1_UNORM
, D3DDDIFMT_X1R5G5B5
},
274 {WINED3DFMT_B5G5R5A1_UNORM
, D3DDDIFMT_A1R5G5B5
},
275 {WINED3DFMT_P8_UINT
, D3DDDIFMT_P8
},
278 struct wined3d_format_base_flags
280 enum wined3d_format_id id
;
284 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
285 * still needs to use the correct block based calculation for e.g. the
287 static const struct wined3d_format_base_flags format_base_flags
[] =
289 {WINED3DFMT_ATI1N
, WINED3DFMT_FLAG_BROKEN_PITCH
},
290 {WINED3DFMT_ATI2N
, WINED3DFMT_FLAG_BROKEN_PITCH
},
291 {WINED3DFMT_R11G11B10_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
292 {WINED3DFMT_D32_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
293 {WINED3DFMT_S8_UINT_D24_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
296 struct wined3d_format_block_info
298 enum wined3d_format_id id
;
301 UINT block_byte_count
;
305 static const struct wined3d_format_block_info format_block_info
[] =
307 {WINED3DFMT_DXT1
, 4, 4, 8, TRUE
},
308 {WINED3DFMT_DXT2
, 4, 4, 16, TRUE
},
309 {WINED3DFMT_DXT3
, 4, 4, 16, TRUE
},
310 {WINED3DFMT_DXT4
, 4, 4, 16, TRUE
},
311 {WINED3DFMT_DXT5
, 4, 4, 16, TRUE
},
312 {WINED3DFMT_BC1_UNORM
, 4, 4, 8, TRUE
},
313 {WINED3DFMT_BC2_UNORM
, 4, 4, 16, TRUE
},
314 {WINED3DFMT_BC3_UNORM
, 4, 4, 16, TRUE
},
315 {WINED3DFMT_BC4_UNORM
, 4, 4, 8, TRUE
},
316 {WINED3DFMT_BC5_UNORM
, 4, 4, 16, TRUE
},
317 {WINED3DFMT_ATI1N
, 4, 4, 8, FALSE
},
318 {WINED3DFMT_ATI2N
, 4, 4, 16, FALSE
},
319 {WINED3DFMT_YUY2
, 2, 1, 4, FALSE
},
320 {WINED3DFMT_UYVY
, 2, 1, 4, FALSE
},
323 struct wined3d_format_vertex_info
325 enum wined3d_format_id id
;
326 enum wined3d_ffp_emit_idx emit_idx
;
327 unsigned int component_count
;
329 GLboolean gl_normalized
;
332 static const struct wined3d_format_vertex_info format_vertex_info
[] =
334 {WINED3DFMT_R32_FLOAT
, WINED3D_FFP_EMIT_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
},
335 {WINED3DFMT_R32G32_FLOAT
, WINED3D_FFP_EMIT_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
},
336 {WINED3DFMT_R32G32B32_FLOAT
, WINED3D_FFP_EMIT_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
},
337 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3D_FFP_EMIT_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
},
338 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3D_FFP_EMIT_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
},
339 {WINED3DFMT_R8G8B8A8_UINT
, WINED3D_FFP_EMIT_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
},
340 {WINED3DFMT_R16G16_SINT
, WINED3D_FFP_EMIT_SHORT2
, 2, GL_SHORT
, GL_FALSE
},
341 {WINED3DFMT_R16G16B16A16_SINT
, WINED3D_FFP_EMIT_SHORT4
, 4, GL_SHORT
, GL_FALSE
},
342 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3D_FFP_EMIT_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
},
343 {WINED3DFMT_R16G16_SNORM
, WINED3D_FFP_EMIT_SHORT2N
, 2, GL_SHORT
, GL_TRUE
},
344 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3D_FFP_EMIT_SHORT4N
, 4, GL_SHORT
, GL_TRUE
},
345 {WINED3DFMT_R16G16_UNORM
, WINED3D_FFP_EMIT_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_TRUE
},
346 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3D_FFP_EMIT_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_TRUE
},
347 {WINED3DFMT_R10G10B10A2_UINT
, WINED3D_FFP_EMIT_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
},
348 {WINED3DFMT_R10G10B10A2_SNORM
, WINED3D_FFP_EMIT_DEC3N
, 3, GL_SHORT
, GL_TRUE
},
349 {WINED3DFMT_R16G16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_2
, 2, GL_HALF_FLOAT
, GL_FALSE
},
350 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_4
, 4, GL_HALF_FLOAT
, GL_FALSE
},
351 {WINED3DFMT_R8G8B8A8_SNORM
, WINED3D_FFP_EMIT_INVALID
, 4, GL_BYTE
, GL_TRUE
},
352 {WINED3DFMT_R8G8B8A8_SINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_BYTE
, GL_FALSE
},
353 {WINED3DFMT_R16G16B16A16_UINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
},
354 {WINED3DFMT_R32_UINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_UNSIGNED_INT
, GL_FALSE
},
355 {WINED3DFMT_R32G32_UINT
, WINED3D_FFP_EMIT_INVALID
, 2, GL_UNSIGNED_INT
, GL_FALSE
},
356 {WINED3DFMT_R32G32B32_UINT
, WINED3D_FFP_EMIT_INVALID
, 3, GL_UNSIGNED_INT
, GL_FALSE
},
357 {WINED3DFMT_R32G32B32A32_UINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_INT
, GL_FALSE
},
360 struct wined3d_format_texture_info
362 enum wined3d_format_id id
;
364 GLint gl_srgb_internal
;
365 GLint gl_rt_internal
;
368 unsigned int conv_byte_count
;
370 enum wined3d_gl_extension extension
;
371 void (*convert
)(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
372 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
);
375 static void convert_l4a4_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
376 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
378 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
379 * format+type combination to load it. Thus convert it to A8L8, then load it
380 * with A4L4 internal, but A8L8 format+type
382 unsigned int x
, y
, z
;
383 const unsigned char *Source
;
386 for (z
= 0; z
< depth
; z
++)
388 for (y
= 0; y
< height
; y
++)
390 Source
= src
+ z
* src_slice_pitch
+ y
* src_row_pitch
;
391 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
392 for (x
= 0; x
< width
; x
++ )
394 unsigned char color
= (*Source
++);
395 /* A */ Dest
[1] = (color
& 0xf0u
) << 0;
396 /* L */ Dest
[0] = (color
& 0x0fu
) << 4;
403 static void convert_r5g5_snorm_l6_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
404 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
406 unsigned int x
, y
, z
;
407 unsigned char r_in
, g_in
, l_in
;
408 const unsigned short *texel_in
;
409 unsigned short *texel_out
;
411 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
412 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
413 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
414 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
415 for (z
= 0; z
< depth
; z
++)
417 for (y
= 0; y
< height
; y
++)
419 texel_out
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
420 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
421 for (x
= 0; x
< width
; x
++ )
423 l_in
= (*texel_in
& 0xfc00u
) >> 10;
424 g_in
= (*texel_in
& 0x03e0u
) >> 5;
425 r_in
= *texel_in
& 0x001fu
;
427 *texel_out
= ((r_in
+ 16) << 11) | (l_in
<< 5) | (g_in
+ 16);
435 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
436 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
438 unsigned int x
, y
, z
;
439 unsigned char *texel_out
, r_out
, g_out
, r_in
, g_in
, l_in
;
440 const unsigned short *texel_in
;
442 for (z
= 0; z
< depth
; z
++)
444 for (y
= 0; y
< height
; y
++)
446 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
447 texel_out
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
448 for (x
= 0; x
< width
; x
++ )
450 l_in
= (*texel_in
& 0xfc00u
) >> 10;
451 g_in
= (*texel_in
& 0x03e0u
) >> 5;
452 r_in
= *texel_in
& 0x001fu
;
455 if (!(r_in
& 0x10)) /* r > 0 */
459 if (!(g_in
& 0x10)) /* g > 0 */
462 texel_out
[0] = r_out
;
463 texel_out
[1] = g_out
;
464 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
474 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
475 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
477 unsigned int x
, y
, z
;
478 unsigned char *texel_out
, ds_out
, dt_out
, r_in
, g_in
, l_in
;
479 const unsigned short *texel_in
;
481 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
482 * fixed function and shaders without further conversion once the surface is
485 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
486 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
487 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
488 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
489 for (z
= 0; z
< depth
; z
++)
491 for (y
= 0; y
< height
; y
++)
493 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
494 texel_out
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
495 for (x
= 0; x
< width
; x
++ )
497 l_in
= (*texel_in
& 0xfc00u
) >> 10;
498 g_in
= (*texel_in
& 0x03e0u
) >> 5;
499 r_in
= *texel_in
& 0x001fu
;
502 if (!(r_in
& 0x10)) /* r > 0 */
506 if (!(g_in
& 0x10)) /* g > 0 */
509 texel_out
[0] = ds_out
;
510 texel_out
[1] = dt_out
;
511 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
520 static void convert_r8g8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
521 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
523 unsigned int x
, y
, z
;
527 for (z
= 0; z
< depth
; z
++)
529 for (y
= 0; y
< height
; y
++)
531 Source
= (const short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
532 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
533 for (x
= 0; x
< width
; x
++ )
535 const short color
= (*Source
++);
536 /* B */ Dest
[0] = 0xff;
537 /* G */ Dest
[1] = (color
>> 8) + 128; /* V */
538 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
545 static void convert_r8g8_snorm_l8x8_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
546 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
548 unsigned int x
, y
, z
;
552 /* Doesn't work correctly with the fixed function pipeline, but can work in
553 * shaders if the shader is adjusted. (There's no use for this format in gl's
554 * standard fixed function pipeline anyway).
556 for (z
= 0; z
< depth
; z
++)
558 for (y
= 0; y
< height
; y
++)
560 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
561 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
562 for (x
= 0; x
< width
; x
++ )
564 LONG color
= (*Source
++);
565 /* B */ Dest
[0] = ((color
>> 16) & 0xff); /* L */
566 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
567 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
574 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
575 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
577 unsigned int x
, y
, z
;
581 /* This implementation works with the fixed function pipeline and shaders
582 * without further modification after converting the surface.
584 for (z
= 0; z
< depth
; z
++)
586 for (y
= 0; y
< height
; y
++)
588 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
589 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
590 for (x
= 0; x
< width
; x
++ )
592 LONG color
= (*Source
++);
593 /* L */ Dest
[2] = ((color
>> 16) & 0xff); /* L */
594 /* V */ Dest
[1] = ((color
>> 8 ) & 0xff); /* V */
595 /* U */ Dest
[0] = (color
& 0xff); /* U */
596 /* I */ Dest
[3] = 255; /* X */
603 static void convert_r8g8b8a8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
604 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
606 unsigned int x
, y
, z
;
610 for (z
= 0; z
< depth
; z
++)
612 for (y
= 0; y
< height
; y
++)
614 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
615 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
616 for (x
= 0; x
< width
; x
++ )
618 LONG color
= (*Source
++);
619 /* B */ Dest
[0] = ((color
>> 16) & 0xff) + 128; /* W */
620 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
621 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
622 /* A */ Dest
[3] = ((color
>> 24) & 0xff) + 128; /* Q */
629 static void convert_r16g16_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
630 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
632 unsigned int x
, y
, z
;
634 unsigned short *Dest
;
636 for (z
= 0; z
< depth
; z
++)
638 for (y
= 0; y
< height
; y
++)
640 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
641 Dest
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
642 for (x
= 0; x
< width
; x
++ )
644 const DWORD color
= (*Source
++);
645 /* B */ Dest
[0] = 0xffff;
646 /* G */ Dest
[1] = (color
>> 16) + 32768; /* V */
647 /* R */ Dest
[2] = (color
& 0xffff) + 32768; /* U */
654 static void convert_r16g16(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
655 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
657 unsigned int x
, y
, z
;
661 for (z
= 0; z
< depth
; z
++)
663 for (y
= 0; y
< height
; y
++)
665 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
666 Dest
= (WORD
*) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
667 for (x
= 0; x
< width
; x
++ )
669 WORD green
= (*Source
++);
670 WORD red
= (*Source
++);
673 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
674 * shader overwrites it anyway */
682 static void convert_r32g32_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
683 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
685 unsigned int x
, y
, z
;
689 for (z
= 0; z
< depth
; z
++)
691 for (y
= 0; y
< height
; y
++)
693 Source
= (const float *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
694 Dest
= (float *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
695 for (x
= 0; x
< width
; x
++ )
697 float green
= (*Source
++);
698 float red
= (*Source
++);
708 static void convert_s1_uint_d15_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
709 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
711 unsigned int x
, y
, z
;
713 for (z
= 0; z
< depth
; z
++)
715 for (y
= 0; y
< height
; ++y
)
717 const WORD
*source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
718 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
720 for (x
= 0; x
< width
; ++x
)
722 /* The depth data is normalized, so needs to be scaled,
723 * the stencil data isn't. Scale depth data by
724 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
725 WORD d15
= source
[x
] >> 1;
726 DWORD d24
= (d15
<< 9) + (d15
>> 6);
727 dest
[x
] = (d24
<< 8) | (source
[x
] & 0x1);
733 static void convert_s4x4_uint_d24_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
734 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
736 unsigned int x
, y
, z
;
738 for (z
= 0; z
< depth
; z
++)
740 for (y
= 0; y
< height
; ++y
)
742 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
743 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
745 for (x
= 0; x
< width
; ++x
)
747 /* Just need to clear out the X4 part. */
748 dest
[x
] = source
[x
] & ~0xf0;
754 static void convert_s8_uint_d24_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
755 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
757 unsigned int x
, y
, z
;
759 for (z
= 0; z
< depth
; z
++)
761 for (y
= 0; y
< height
; ++y
)
763 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
764 float *dest_f
= (float *)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
765 DWORD
*dest_s
= (DWORD
*)dest_f
;
767 for (x
= 0; x
< width
; ++x
)
769 dest_f
[x
* 2] = float_24_to_32((source
[x
] & 0xffffff00u
) >> 8);
770 dest_s
[x
* 2 + 1] = source
[x
] & 0xff;
776 static BOOL
color_in_range(const struct wined3d_color_key
*color_key
, DWORD color
)
778 /* FIXME: Is this really how color keys are supposed to work? I think it
779 * makes more sense to compare the individual channels. */
780 return color
>= color_key
->color_space_low_value
781 && color
<= color_key
->color_space_high_value
;
784 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE
*src
, unsigned int src_pitch
,
785 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
786 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
794 /* FIXME: This should probably use the system palette. */
795 FIXME("P8 surface loaded without a palette.\n");
797 for (y
= 0; y
< height
; ++y
)
799 memset(&dst
[dst_pitch
* y
], 0, width
* 4);
805 for (y
= 0; y
< height
; ++y
)
807 src_row
= &src
[src_pitch
* y
];
808 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
809 for (x
= 0; x
< width
; ++x
)
811 BYTE src_color
= src_row
[x
];
812 dst_row
[x
] = 0xff000000
813 | (palette
->colors
[src_color
].rgbRed
<< 16)
814 | (palette
->colors
[src_color
].rgbGreen
<< 8)
815 | palette
->colors
[src_color
].rgbBlue
;
820 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
821 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
822 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
828 for (y
= 0; y
< height
; ++y
)
830 src_row
= (WORD
*)&src
[src_pitch
* y
];
831 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
832 for (x
= 0; x
< width
; ++x
)
834 WORD src_color
= src_row
[x
];
835 if (!color_in_range(color_key
, src_color
))
836 dst_row
[x
] = 0x8000u
| ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
838 dst_row
[x
] = ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
843 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
844 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
845 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
851 for (y
= 0; y
< height
; ++y
)
853 src_row
= (WORD
*)&src
[src_pitch
* y
];
854 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
855 for (x
= 0; x
< width
; ++x
)
857 WORD src_color
= src_row
[x
];
858 if (color_in_range(color_key
, src_color
))
859 dst_row
[x
] = src_color
& ~0x8000;
861 dst_row
[x
] = src_color
| 0x8000;
866 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
867 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
868 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
874 for (y
= 0; y
< height
; ++y
)
876 src_row
= &src
[src_pitch
* y
];
877 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
878 for (x
= 0; x
< width
; ++x
)
880 DWORD src_color
= (src_row
[x
* 3 + 2] << 16) | (src_row
[x
* 3 + 1] << 8) | src_row
[x
* 3];
881 if (!color_in_range(color_key
, src_color
))
882 dst_row
[x
] = src_color
| 0xff000000;
887 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
888 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
889 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
891 const DWORD
*src_row
;
895 for (y
= 0; y
< height
; ++y
)
897 src_row
= (DWORD
*)&src
[src_pitch
* y
];
898 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
899 for (x
= 0; x
< width
; ++x
)
901 DWORD src_color
= src_row
[x
];
902 if (color_in_range(color_key
, src_color
))
903 dst_row
[x
] = src_color
& ~0xff000000;
905 dst_row
[x
] = src_color
| 0xff000000;
910 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
911 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
912 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
914 const DWORD
*src_row
;
918 for (y
= 0; y
< height
; ++y
)
920 src_row
= (DWORD
*)&src
[src_pitch
* y
];
921 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
922 for (x
= 0; x
< width
; ++x
)
924 DWORD src_color
= src_row
[x
];
925 if (color_in_range(color_key
, src_color
))
926 src_color
&= ~0xff000000;
927 dst_row
[x
] = src_color
;
932 const struct wined3d_color_key_conversion
* wined3d_format_get_color_key_conversion(
933 const struct wined3d_texture
*texture
, BOOL need_alpha_ck
)
935 const struct wined3d_format
*format
= texture
->resource
.format
;
940 enum wined3d_format_id src_format
;
941 struct wined3d_color_key_conversion conversion
;
945 {WINED3DFMT_B5G6R5_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key
}},
946 {WINED3DFMT_B5G5R5X1_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key
}},
947 {WINED3DFMT_B8G8R8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key
}},
948 {WINED3DFMT_B8G8R8X8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key
}},
949 {WINED3DFMT_B8G8R8A8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key
}},
951 static const struct wined3d_color_key_conversion convert_p8
=
953 WINED3DFMT_B8G8R8A8_UNORM
, convert_p8_uint_b8g8r8a8_unorm
956 if (need_alpha_ck
&& (texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
))
958 for (i
= 0; i
< sizeof(color_key_info
) / sizeof(*color_key_info
); ++i
)
960 if (color_key_info
[i
].src_format
== format
->id
)
961 return &color_key_info
[i
].conversion
;
964 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format
->id
));
967 /* FIXME: This should check if the blitter backend can do P8 conversion,
968 * instead of checking for ARB_fragment_program. */
969 if (format
->id
== WINED3DFMT_P8_UINT
970 && !(texture
->resource
.device
->adapter
->gl_info
.supported
[ARB_FRAGMENT_PROGRAM
]
971 && texture
->swapchain
&& texture
== texture
->swapchain
->front_buffer
))
977 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
979 * These are never supported on native.
980 * WINED3DFMT_B8G8R8_UNORM
981 * WINED3DFMT_B2G3R3_UNORM
982 * WINED3DFMT_L4A4_UNORM
983 * WINED3DFMT_S1_UINT_D15_UNORM
984 * WINED3DFMT_S4X4_UINT_D24_UNORM
986 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
987 * Since it is not widely available, don't offer it. Further no Windows driver
988 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
990 * WINED3DFMT_P8_UINT_A8_UNORM
992 * These formats seem to be similar to the HILO formats in
993 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
994 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
995 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
996 * refused to support formats which can easily be emulated with pixel shaders,
997 * so applications have to deal with not having NVHS and NVHU.
1000 static const struct wined3d_format_texture_info format_texture_info
[] =
1002 /* format id gl_internal gl_srgb_internal gl_rt_internal
1003 gl_format gl_type conv_byte_count
1005 extension convert */
1006 /* FourCC formats */
1007 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1008 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1009 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1010 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1013 {WINED3DFMT_UYVY
, GL_RG8
, GL_RG8
, 0,
1014 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1015 WINED3DFMT_FLAG_FILTERING
,
1016 ARB_TEXTURE_RG
, NULL
},
1017 {WINED3DFMT_UYVY
, GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE8_ALPHA8
, 0,
1018 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1019 WINED3DFMT_FLAG_FILTERING
,
1020 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1021 {WINED3DFMT_UYVY
, GL_RGB
, GL_RGB
, 0,
1022 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_APPLE
, 0,
1023 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
1024 APPLE_YCBCR_422
, NULL
},
1025 {WINED3DFMT_YUY2
, GL_RG8
, GL_RG8
, 0,
1026 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1027 WINED3DFMT_FLAG_FILTERING
,
1028 ARB_TEXTURE_RG
, NULL
},
1029 {WINED3DFMT_YUY2
, GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE8_ALPHA8
, 0,
1030 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1031 WINED3DFMT_FLAG_FILTERING
,
1032 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1033 {WINED3DFMT_YUY2
, GL_RGB
, GL_RGB
, 0,
1034 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_REV_APPLE
, 0,
1035 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
1036 APPLE_YCBCR_422
, NULL
},
1037 {WINED3DFMT_YV12
, GL_R8
, GL_R8
, 0,
1038 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1039 WINED3DFMT_FLAG_FILTERING
,
1040 ARB_TEXTURE_RG
, NULL
},
1041 {WINED3DFMT_YV12
, GL_ALPHA8
, GL_ALPHA8
, 0,
1042 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1043 WINED3DFMT_FLAG_FILTERING
,
1044 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1045 {WINED3DFMT_NV12
, GL_R8
, GL_R8
, 0,
1046 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1047 WINED3DFMT_FLAG_FILTERING
,
1048 ARB_TEXTURE_RG
, NULL
},
1049 {WINED3DFMT_NV12
, GL_ALPHA8
, GL_ALPHA8
, 0,
1050 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1051 WINED3DFMT_FLAG_FILTERING
,
1052 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1053 {WINED3DFMT_DXT1
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
1054 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1055 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1056 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1057 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1058 {WINED3DFMT_DXT2
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1059 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1060 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1061 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1062 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1063 {WINED3DFMT_DXT3
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1064 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1065 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1066 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1067 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1068 {WINED3DFMT_DXT4
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1069 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1070 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1071 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1072 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1073 {WINED3DFMT_DXT5
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1074 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1075 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1076 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1077 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1078 {WINED3DFMT_BC1_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
1079 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1080 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1081 | WINED3DFMT_FLAG_COMPRESSED
,
1082 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1083 {WINED3DFMT_BC2_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1084 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1085 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1086 | WINED3DFMT_FLAG_COMPRESSED
,
1087 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1088 {WINED3DFMT_BC3_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1089 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1090 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1091 | WINED3DFMT_FLAG_COMPRESSED
,
1092 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1093 {WINED3DFMT_BC4_UNORM
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1094 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1095 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1096 | WINED3DFMT_FLAG_COMPRESSED
,
1097 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1098 {WINED3DFMT_BC5_UNORM
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1099 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1100 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1101 | WINED3DFMT_FLAG_COMPRESSED
,
1102 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1104 {WINED3DFMT_R32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
1105 GL_RED
, GL_FLOAT
, 0,
1106 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1107 ARB_TEXTURE_FLOAT
, NULL
},
1108 {WINED3DFMT_R32_FLOAT
, GL_R32F
, GL_R32F
, 0,
1109 GL_RED
, GL_FLOAT
, 0,
1110 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1111 ARB_TEXTURE_RG
, NULL
},
1112 {WINED3DFMT_R32G32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
1113 GL_RGB
, GL_FLOAT
, 12,
1114 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1115 ARB_TEXTURE_FLOAT
, convert_r32g32_float
},
1116 {WINED3DFMT_R32G32_FLOAT
, GL_RG32F
, GL_RG32F
, 0,
1118 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1119 ARB_TEXTURE_RG
, NULL
},
1120 {WINED3DFMT_R32G32B32_FLOAT
, GL_RGB32F
, GL_RGB32F
, 0,
1121 GL_RGB
, GL_FLOAT
, 0,
1122 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1123 ARB_TEXTURE_FLOAT
, NULL
},
1124 {WINED3DFMT_R32G32B32A32_FLOAT
, GL_RGBA32F_ARB
, GL_RGBA32F_ARB
, 0,
1125 GL_RGBA
, GL_FLOAT
, 0,
1126 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1127 ARB_TEXTURE_FLOAT
, NULL
},
1129 {WINED3DFMT_R16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
1130 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
1131 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1132 ARB_TEXTURE_FLOAT
, NULL
},
1133 {WINED3DFMT_R16_FLOAT
, GL_R16F
, GL_R16F
, 0,
1134 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
1135 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1136 ARB_TEXTURE_RG
, NULL
},
1137 {WINED3DFMT_R16G16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
1138 GL_RGB
, GL_HALF_FLOAT_ARB
, 6,
1139 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1140 ARB_TEXTURE_FLOAT
, convert_r16g16
},
1141 {WINED3DFMT_R16G16_FLOAT
, GL_RG16F
, GL_RG16F
, 0,
1142 GL_RG
, GL_HALF_FLOAT_ARB
, 0,
1143 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1144 ARB_TEXTURE_RG
, NULL
},
1145 {WINED3DFMT_R16G16B16A16_FLOAT
, GL_RGBA16F_ARB
, GL_RGBA16F_ARB
, 0,
1146 GL_RGBA
, GL_HALF_FLOAT_ARB
, 0,
1147 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
1148 | WINED3DFMT_FLAG_VTF
,
1149 ARB_TEXTURE_FLOAT
, NULL
},
1150 {WINED3DFMT_R11G11B10_FLOAT
, GL_R11F_G11F_B10F
, GL_R11F_G11F_B10F
, 0,
1151 GL_RGB
, GL_UNSIGNED_INT_10F_11F_11F_REV
, 0,
1152 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
,
1154 /* Palettized formats */
1155 {WINED3DFMT_P8_UINT
, GL_R8
, GL_R8
, 0,
1156 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1158 ARB_TEXTURE_RG
, NULL
},
1159 {WINED3DFMT_P8_UINT
, GL_ALPHA8
, GL_ALPHA8
, 0,
1160 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1162 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1163 /* Standard ARGB formats */
1164 {WINED3DFMT_B8G8R8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1165 GL_BGR
, GL_UNSIGNED_BYTE
, 0,
1166 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET
,
1167 WINED3D_GL_EXT_NONE
, NULL
},
1168 {WINED3DFMT_B8G8R8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1169 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1170 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1171 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1172 | WINED3DFMT_FLAG_VTF
,
1173 WINED3D_GL_EXT_NONE
, NULL
},
1174 {WINED3DFMT_B8G8R8X8_UNORM
, GL_RGB8
, GL_SRGB8_EXT
, 0,
1175 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1176 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1177 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
,
1178 WINED3D_GL_EXT_NONE
, NULL
},
1179 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB5
, GL_RGB5
, GL_RGB8
,
1180 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
1181 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1182 | WINED3DFMT_FLAG_RENDERTARGET
,
1183 WINED3D_GL_EXT_NONE
, NULL
},
1184 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB565
, GL_RGB565
, GL_RGB8
,
1185 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
1186 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1187 | WINED3DFMT_FLAG_RENDERTARGET
,
1188 ARB_ES2_COMPATIBILITY
, NULL
},
1189 {WINED3DFMT_B5G5R5X1_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1190 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
1191 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1192 | WINED3DFMT_FLAG_RENDERTARGET
,
1193 WINED3D_GL_EXT_NONE
, NULL
},
1194 {WINED3DFMT_B5G5R5A1_UNORM
, GL_RGB5_A1
, GL_RGB5_A1
, 0,
1195 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
1196 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1197 WINED3D_GL_EXT_NONE
, NULL
},
1198 {WINED3DFMT_B4G4R4A4_UNORM
, GL_RGBA4
, GL_SRGB8_ALPHA8_EXT
, 0,
1199 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1200 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1201 | WINED3DFMT_FLAG_SRGB_READ
,
1202 WINED3D_GL_EXT_NONE
, NULL
},
1203 {WINED3DFMT_B2G3R3_UNORM
, GL_R3_G3_B2
, GL_R3_G3_B2
, 0,
1204 GL_RGB
, GL_UNSIGNED_BYTE_3_3_2
, 0,
1205 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1206 WINED3D_GL_EXT_NONE
, NULL
},
1207 {WINED3DFMT_R8_UNORM
, GL_R8
, GL_R8
, 0,
1208 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1209 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1210 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1211 ARB_TEXTURE_RG
, NULL
},
1212 {WINED3DFMT_A8_UNORM
, GL_R8
, GL_R8
, 0,
1213 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1214 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1215 ARB_TEXTURE_RG
, NULL
},
1216 {WINED3DFMT_A8_UNORM
, GL_ALPHA8
, GL_ALPHA8
, 0,
1217 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1218 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1219 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1220 {WINED3DFMT_B4G4R4X4_UNORM
, GL_RGB4
, GL_RGB4
, 0,
1221 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1222 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1223 WINED3D_GL_EXT_NONE
, NULL
},
1224 {WINED3DFMT_R10G10B10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1225 GL_RGBA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1226 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1227 | WINED3DFMT_FLAG_RENDERTARGET
,
1228 WINED3D_GL_EXT_NONE
, NULL
},
1229 {WINED3DFMT_R8G8B8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1230 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1231 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1232 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1233 | WINED3DFMT_FLAG_VTF
,
1234 WINED3D_GL_EXT_NONE
, NULL
},
1235 {WINED3DFMT_R8G8B8A8_UINT
, GL_RGBA8UI
, GL_RGBA8UI
, 0,
1236 GL_RGBA_INTEGER
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1237 WINED3DFMT_FLAG_TEXTURE
,
1238 ARB_TEXTURE_RGB10_A2UI
, NULL
},
1239 {WINED3DFMT_R8G8B8A8_SINT
, GL_RGBA8I
, GL_RGBA8I
, 0,
1240 GL_RGBA_INTEGER
, GL_BYTE
, 0,
1241 WINED3DFMT_FLAG_TEXTURE
,
1242 EXT_TEXTURE_INTEGER
, NULL
},
1243 {WINED3DFMT_R8G8B8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1244 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1245 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1246 WINED3D_GL_EXT_NONE
, NULL
},
1247 {WINED3DFMT_R16G16_UNORM
, GL_RGB16
, GL_RGB16
, GL_RGBA16
,
1248 GL_RGB
, GL_UNSIGNED_SHORT
, 6,
1249 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1250 WINED3D_GL_EXT_NONE
, convert_r16g16
},
1251 {WINED3DFMT_R16G16_UNORM
, GL_RG16
, GL_RG16
, 0,
1252 GL_RG
, GL_UNSIGNED_SHORT
, 0,
1253 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1254 | WINED3DFMT_FLAG_RENDERTARGET
,
1255 ARB_TEXTURE_RG
, NULL
},
1256 {WINED3DFMT_B10G10R10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1257 GL_BGRA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1258 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1259 | WINED3DFMT_FLAG_RENDERTARGET
,
1260 WINED3D_GL_EXT_NONE
, NULL
},
1261 {WINED3DFMT_R16G16B16A16_UNORM
, GL_RGBA16
, GL_RGBA16
, 0,
1262 GL_RGBA
, GL_UNSIGNED_SHORT
, 0,
1263 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1264 | WINED3DFMT_FLAG_RENDERTARGET
,
1265 WINED3D_GL_EXT_NONE
, NULL
},
1266 {WINED3DFMT_R8G8_UNORM
, GL_RG8
, GL_RG8
, 0,
1267 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1268 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1269 | WINED3DFMT_FLAG_RENDERTARGET
,
1270 ARB_TEXTURE_RG
, NULL
},
1271 {WINED3DFMT_R16_UNORM
, GL_R16
, GL_R16
, 0,
1272 GL_RED
, GL_UNSIGNED_SHORT
, 0,
1273 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1274 | WINED3DFMT_FLAG_RENDERTARGET
,
1275 ARB_TEXTURE_RG
, NULL
},
1276 {WINED3DFMT_R16_UINT
, GL_R16UI
, GL_R16UI
, 0,
1277 GL_RED_INTEGER
, GL_UNSIGNED_SHORT
, 0,
1278 WINED3DFMT_FLAG_TEXTURE
,
1279 ARB_TEXTURE_RG
, NULL
},
1281 {WINED3DFMT_L8_UNORM
, GL_LUMINANCE8
, GL_SLUMINANCE8_EXT
, 0,
1282 GL_LUMINANCE
, GL_UNSIGNED_BYTE
, 0,
1283 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1284 | WINED3DFMT_FLAG_SRGB_READ
,
1285 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1286 {WINED3DFMT_L8_UNORM
, GL_R8
, GL_R8
, 0,
1287 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1288 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1289 | WINED3DFMT_FLAG_RENDERTARGET
,
1290 ARB_TEXTURE_RG
, NULL
},
1291 {WINED3DFMT_L8A8_UNORM
, GL_RG8
, GL_RG8
, 0,
1292 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1293 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1294 ARB_TEXTURE_RG
, NULL
},
1295 {WINED3DFMT_L8A8_UNORM
, GL_LUMINANCE8_ALPHA8
, GL_SLUMINANCE8_ALPHA8_EXT
, 0,
1296 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1297 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1298 | WINED3DFMT_FLAG_SRGB_READ
,
1299 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1300 {WINED3DFMT_L4A4_UNORM
, GL_RG8
, GL_RG8
, 0,
1301 GL_RG
, GL_UNSIGNED_BYTE
, 2,
1302 WINED3DFMT_FLAG_FILTERING
,
1303 ARB_TEXTURE_RG
, convert_l4a4_unorm
},
1304 {WINED3DFMT_L4A4_UNORM
, GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE4_ALPHA4
, 0,
1305 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 2,
1306 WINED3DFMT_FLAG_FILTERING
,
1307 WINED3D_GL_LEGACY_CONTEXT
, convert_l4a4_unorm
},
1308 {WINED3DFMT_L16_UNORM
, GL_R16
, GL_R16
, 0,
1309 GL_RED
, GL_UNSIGNED_SHORT
, 0,
1310 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1311 ARB_TEXTURE_RG
, NULL
},
1312 {WINED3DFMT_L16_UNORM
, GL_LUMINANCE16
, GL_LUMINANCE16
, 0,
1313 GL_LUMINANCE
, GL_UNSIGNED_SHORT
, 0,
1314 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1315 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1316 /* Bump mapping stuff */
1317 {WINED3DFMT_R8G8_SNORM
, GL_RGB8
, GL_RGB8
, 0,
1318 GL_BGR
, GL_UNSIGNED_BYTE
, 3,
1319 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1320 | WINED3DFMT_FLAG_BUMPMAP
,
1321 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm
},
1322 {WINED3DFMT_R8G8_SNORM
, GL_DSDT8_NV
, GL_DSDT8_NV
, 0,
1323 GL_DSDT_NV
, GL_BYTE
, 0,
1324 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1325 | WINED3DFMT_FLAG_BUMPMAP
,
1326 NV_TEXTURE_SHADER
, NULL
},
1327 {WINED3DFMT_R8G8_SNORM
, GL_RG8_SNORM
, GL_RG8_SNORM
, 0,
1329 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1330 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_BUMPMAP
,
1331 EXT_TEXTURE_SNORM
, NULL
},
1332 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1333 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 2,
1334 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1335 | WINED3DFMT_FLAG_BUMPMAP
,
1336 WINED3D_GL_EXT_NONE
, convert_r5g5_snorm_l6_unorm
},
1337 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_DSDT8_MAG8_NV
, GL_DSDT8_MAG8_NV
, 0,
1338 GL_DSDT_MAG_NV
, GL_BYTE
, 3,
1339 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1340 | WINED3DFMT_FLAG_BUMPMAP
,
1341 NV_TEXTURE_SHADER
, convert_r5g5_snorm_l6_unorm_nv
},
1342 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB8_SNORM
, GL_RGB8_SNORM
, 0,
1343 GL_RGBA
, GL_BYTE
, 4,
1344 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1345 | WINED3DFMT_FLAG_BUMPMAP
,
1346 EXT_TEXTURE_SNORM
, convert_r5g5_snorm_l6_unorm_ext
},
1347 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1348 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 4,
1349 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1350 | WINED3DFMT_FLAG_BUMPMAP
,
1351 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm_l8x8_unorm
},
1352 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_DSDT8_MAG8_INTENSITY8_NV
, GL_DSDT8_MAG8_INTENSITY8_NV
, 0,
1353 GL_DSDT_MAG_VIB_NV
, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
, 4,
1354 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1355 | WINED3DFMT_FLAG_BUMPMAP
,
1356 NV_TEXTURE_SHADER
, convert_r8g8_snorm_l8x8_unorm_nv
},
1357 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8
, GL_RGBA8
, 0,
1358 GL_BGRA
, GL_UNSIGNED_BYTE
, 4,
1359 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1360 | WINED3DFMT_FLAG_BUMPMAP
,
1361 WINED3D_GL_EXT_NONE
, convert_r8g8b8a8_snorm
},
1362 {WINED3DFMT_R8G8B8A8_SNORM
, GL_SIGNED_RGBA8_NV
, GL_SIGNED_RGBA8_NV
, 0,
1363 GL_RGBA
, GL_BYTE
, 0,
1364 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1365 | WINED3DFMT_FLAG_BUMPMAP
,
1366 NV_TEXTURE_SHADER
, NULL
},
1367 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8_SNORM
, GL_RGBA8_SNORM
, 0,
1368 GL_RGBA
, GL_BYTE
, 0,
1369 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1370 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_BUMPMAP
,
1371 EXT_TEXTURE_SNORM
, NULL
},
1372 {WINED3DFMT_R16G16_SNORM
, GL_RGB16
, GL_RGB16
, 0,
1373 GL_BGR
, GL_UNSIGNED_SHORT
, 6,
1374 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1375 | WINED3DFMT_FLAG_BUMPMAP
,
1376 WINED3D_GL_EXT_NONE
, convert_r16g16_snorm
},
1377 {WINED3DFMT_R16G16_SNORM
, GL_SIGNED_HILO16_NV
, GL_SIGNED_HILO16_NV
, 0,
1378 GL_HILO_NV
, GL_SHORT
, 0,
1379 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1380 | WINED3DFMT_FLAG_BUMPMAP
,
1381 NV_TEXTURE_SHADER
, NULL
},
1382 {WINED3DFMT_R16G16_SNORM
, GL_RG16_SNORM
, GL_RG16_SNORM
, 0,
1384 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1385 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_BUMPMAP
,
1386 EXT_TEXTURE_SNORM
, NULL
},
1387 /* Depth stencil formats */
1388 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1389 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1390 WINED3DFMT_FLAG_DEPTH
,
1391 WINED3D_GL_EXT_NONE
, NULL
},
1392 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1393 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1394 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1395 ARB_DEPTH_TEXTURE
, NULL
},
1396 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1397 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1398 WINED3DFMT_FLAG_DEPTH
,
1399 WINED3D_GL_EXT_NONE
, NULL
},
1400 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT32_ARB
, GL_DEPTH_COMPONENT32_ARB
, 0,
1401 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1402 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1403 ARB_DEPTH_TEXTURE
, NULL
},
1404 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1405 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1406 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1407 ARB_DEPTH_TEXTURE
, NULL
},
1408 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1409 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1410 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1411 EXT_PACKED_DEPTH_STENCIL
, convert_s1_uint_d15_unorm
},
1412 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1413 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1414 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1415 ARB_FRAMEBUFFER_OBJECT
, convert_s1_uint_d15_unorm
},
1416 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1417 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1418 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1419 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1420 ARB_DEPTH_TEXTURE
, NULL
},
1421 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1422 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1423 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1424 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1425 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1426 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1427 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1428 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1429 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1430 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1431 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1432 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1433 WINED3DFMT_FLAG_DEPTH
,
1434 WINED3D_GL_EXT_NONE
, NULL
},
1435 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1436 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1437 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1438 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1439 ARB_DEPTH_TEXTURE
, NULL
},
1440 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1441 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1442 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1443 ARB_DEPTH_TEXTURE
, NULL
},
1444 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1445 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1446 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1447 EXT_PACKED_DEPTH_STENCIL
, convert_s4x4_uint_d24_unorm
},
1448 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1449 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1450 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1451 ARB_FRAMEBUFFER_OBJECT
, convert_s4x4_uint_d24_unorm
},
1452 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1453 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1454 WINED3DFMT_FLAG_DEPTH
,
1455 WINED3D_GL_EXT_NONE
, NULL
},
1456 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1457 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1458 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1459 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1460 ARB_DEPTH_TEXTURE
, NULL
},
1461 {WINED3DFMT_D32_FLOAT
, GL_DEPTH_COMPONENT32F
, GL_DEPTH_COMPONENT32F
, 0,
1462 GL_DEPTH_COMPONENT
, GL_FLOAT
, 0,
1463 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1464 ARB_DEPTH_BUFFER_FLOAT
, NULL
},
1465 {WINED3DFMT_S8_UINT_D24_FLOAT
, GL_DEPTH32F_STENCIL8
, GL_DEPTH32F_STENCIL8
, 0,
1466 GL_DEPTH_STENCIL
, GL_FLOAT_32_UNSIGNED_INT_24_8_REV
, 8,
1467 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1468 ARB_DEPTH_BUFFER_FLOAT
, convert_s8_uint_d24_float
},
1469 {WINED3DFMT_R32G32B32A32_UINT
, GL_RGBA32UI
, GL_RGBA32UI
, 0,
1470 GL_RGBA_INTEGER
, GL_UNSIGNED_INT
, 0,
1471 WINED3DFMT_FLAG_TEXTURE
,
1472 EXT_TEXTURE_INTEGER
, NULL
},
1473 {WINED3DFMT_R32G32B32A32_SINT
, GL_RGBA32I
, GL_RGBA32I
, 0,
1474 GL_RGBA_INTEGER
, GL_INT
, 0,
1475 WINED3DFMT_FLAG_TEXTURE
,
1476 EXT_TEXTURE_INTEGER
, NULL
},
1477 /* Vendor-specific formats */
1478 {WINED3DFMT_ATI1N
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1479 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1480 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1481 | WINED3DFMT_FLAG_COMPRESSED
,
1482 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1483 {WINED3DFMT_ATI2N
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, 0,
1484 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1485 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1486 | WINED3DFMT_FLAG_COMPRESSED
,
1487 ATI_TEXTURE_COMPRESSION_3DC
, NULL
},
1488 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1489 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1490 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1491 | WINED3DFMT_FLAG_COMPRESSED
,
1492 EXT_TEXTURE_COMPRESSION_RGTC
, NULL
},
1493 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1494 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1495 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1496 | WINED3DFMT_FLAG_COMPRESSED
,
1497 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1498 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1499 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1500 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1501 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1502 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1503 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1504 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1505 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1506 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1507 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1508 {WINED3DFMT_NULL
, 0, 0, 0,
1509 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1510 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
,
1511 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1514 struct wined3d_format_srgb_info
1516 enum wined3d_format_id srgb_format_id
;
1517 enum wined3d_format_id base_format_id
;
1520 static const struct wined3d_format_srgb_info format_srgb_info
[] =
1522 {WINED3DFMT_R8G8B8A8_UNORM_SRGB
, WINED3DFMT_R8G8B8A8_UNORM
},
1523 {WINED3DFMT_BC1_UNORM_SRGB
, WINED3DFMT_BC1_UNORM
},
1524 {WINED3DFMT_BC2_UNORM_SRGB
, WINED3DFMT_BC2_UNORM
},
1525 {WINED3DFMT_BC3_UNORM_SRGB
, WINED3DFMT_BC3_UNORM
},
1526 {WINED3DFMT_B8G8R8A8_UNORM_SRGB
, WINED3DFMT_B8G8R8A8_UNORM
},
1527 {WINED3DFMT_B8G8R8X8_UNORM_SRGB
, WINED3DFMT_B8G8R8X8_UNORM
},
1528 {WINED3DFMT_BC7_UNORM_SRGB
, WINED3DFMT_BC7_UNORM
},
1531 static inline int get_format_idx(enum wined3d_format_id format_id
)
1535 if (format_id
< WINED3D_FORMAT_FOURCC_BASE
)
1538 for (i
= 0; i
< ARRAY_SIZE(format_index_remap
); ++i
)
1540 if (format_index_remap
[i
].id
== format_id
)
1541 return format_index_remap
[i
].idx
;
1547 static void format_set_flag(struct wined3d_format
*format
, unsigned int flag
)
1551 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1552 format
->flags
[i
] |= flag
;
1555 static void format_clear_flag(struct wined3d_format
*format
, unsigned int flag
)
1559 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1560 format
->flags
[i
] &= ~flag
;
1563 static enum wined3d_channel_type
map_channel_type(char t
)
1568 return WINED3D_CHANNEL_TYPE_UNORM
;
1570 return WINED3D_CHANNEL_TYPE_SNORM
;
1572 return WINED3D_CHANNEL_TYPE_UINT
;
1574 return WINED3D_CHANNEL_TYPE_SINT
;
1576 return WINED3D_CHANNEL_TYPE_FLOAT
;
1578 return WINED3D_CHANNEL_TYPE_DEPTH
;
1580 return WINED3D_CHANNEL_TYPE_STENCIL
;
1582 return WINED3D_CHANNEL_TYPE_UNUSED
;
1584 ERR("Invalid channel type '%c'.\n", t
);
1585 return WINED3D_CHANNEL_TYPE_NONE
;
1589 static BOOL
init_format_base_info(struct wined3d_gl_info
*gl_info
)
1593 gl_info
->format_count
= WINED3D_FORMAT_COUNT
;
1594 if (!(gl_info
->formats
= wined3d_calloc(gl_info
->format_count
, sizeof(*gl_info
->formats
))))
1596 ERR("Failed to allocate memory.\n");
1600 for (i
= 0; i
< ARRAY_SIZE(formats
); ++i
)
1602 struct wined3d_format
*format
;
1605 fmt_idx
= get_format_idx(formats
[i
].id
);
1608 ERR("Could not allocate index for format %s %#x.\n",
1609 debug_d3dformat(formats
[i
].id
), formats
[i
].id
);
1612 format
= &gl_info
->formats
[fmt_idx
];
1614 format
->id
= formats
[i
].id
;
1615 format
->red_size
= formats
[i
].red_size
;
1616 format
->green_size
= formats
[i
].green_size
;
1617 format
->blue_size
= formats
[i
].blue_size
;
1618 format
->alpha_size
= formats
[i
].alpha_size
;
1619 format
->red_offset
= formats
[i
].red_offset
;
1620 format
->green_offset
= formats
[i
].green_offset
;
1621 format
->blue_offset
= formats
[i
].blue_offset
;
1622 format
->alpha_offset
= formats
[i
].alpha_offset
;
1623 format
->byte_count
= formats
[i
].bpp
;
1624 format
->depth_size
= formats
[i
].depth_size
;
1625 format
->stencil_size
= formats
[i
].stencil_size
;
1626 format
->block_width
= 1;
1627 format
->block_height
= 1;
1628 format
->block_byte_count
= formats
[i
].bpp
;
1631 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
1633 const struct wined3d_format
*typeless_format
;
1634 struct wined3d_format
*format
;
1638 fmt_idx
= get_format_idx(typed_formats
[i
].id
);
1641 ERR("Could not allocate index for format %s %#x.\n",
1642 debug_d3dformat(typed_formats
[i
].id
), typed_formats
[i
].id
);
1645 format
= &gl_info
->formats
[fmt_idx
];
1647 typeless_format
= wined3d_get_format(gl_info
, typed_formats
[i
].typeless_id
);
1648 if (typeless_format
->id
== WINED3DFMT_UNKNOWN
)
1650 ERR("Typeless format %s (%#x) not found.\n",
1651 debug_d3dformat(typed_formats
[i
].typeless_id
), typed_formats
[i
].typeless_id
);
1655 format
->id
= typed_formats
[i
].id
;
1656 format
->red_size
= typeless_format
->red_size
;
1657 format
->green_size
= typeless_format
->green_size
;
1658 format
->blue_size
= typeless_format
->blue_size
;
1659 format
->alpha_size
= typeless_format
->alpha_size
;
1660 format
->red_offset
= typeless_format
->red_offset
;
1661 format
->green_offset
= typeless_format
->green_offset
;
1662 format
->blue_offset
= typeless_format
->blue_offset
;
1663 format
->alpha_offset
= typeless_format
->alpha_offset
;
1664 format
->byte_count
= typeless_format
->byte_count
;
1665 format
->depth_size
= typeless_format
->depth_size
;
1666 format
->stencil_size
= typeless_format
->stencil_size
;
1667 format
->block_width
= typeless_format
->block_width
;
1668 format
->block_height
= typeless_format
->block_height
;
1669 format
->block_byte_count
= typeless_format
->block_byte_count
;
1670 format
->typeless_id
= typeless_format
->id
;
1672 for (j
= 0; j
< strlen(typed_formats
[i
].channels
); ++j
)
1674 enum wined3d_channel_type channel_type
= map_channel_type(typed_formats
[i
].channels
[j
]);
1675 if (channel_type
== WINED3D_CHANNEL_TYPE_UINT
|| channel_type
== WINED3D_CHANNEL_TYPE_SINT
)
1676 flags
|= WINED3DFMT_FLAG_INTEGER
;
1677 if (channel_type
== WINED3D_CHANNEL_TYPE_FLOAT
)
1678 flags
|= WINED3DFMT_FLAG_FLOAT
;
1681 format_set_flag(format
, flags
);
1684 for (i
= 0; i
< ARRAY_SIZE(ddi_formats
); ++i
)
1686 int fmt_idx
= get_format_idx(ddi_formats
[i
].id
);
1690 ERR("Format %s (%#x) not found.\n", debug_d3dformat(ddi_formats
[i
].id
), ddi_formats
[i
].id
);
1694 gl_info
->formats
[fmt_idx
].ddi_format
= ddi_formats
[i
].ddi_format
;
1697 for (i
= 0; i
< ARRAY_SIZE(format_base_flags
); ++i
)
1699 int fmt_idx
= get_format_idx(format_base_flags
[i
].id
);
1703 ERR("Format %s (%#x) not found.\n",
1704 debug_d3dformat(format_base_flags
[i
].id
), format_base_flags
[i
].id
);
1708 format_set_flag(&gl_info
->formats
[fmt_idx
], format_base_flags
[i
].flags
);
1714 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
1718 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
1722 for (i
= 0; i
< (sizeof(format_block_info
) / sizeof(*format_block_info
)); ++i
)
1724 struct wined3d_format
*format
;
1725 int fmt_idx
= get_format_idx(format_block_info
[i
].id
);
1729 ERR("Format %s (%#x) not found.\n",
1730 debug_d3dformat(format_block_info
[i
].id
), format_block_info
[i
].id
);
1734 format
= &gl_info
->formats
[fmt_idx
];
1735 format
->block_width
= format_block_info
[i
].block_width
;
1736 format
->block_height
= format_block_info
[i
].block_height
;
1737 format
->block_byte_count
= format_block_info
[i
].block_byte_count
;
1738 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_BLOCKS
);
1739 if (!format_block_info
[i
].verify
)
1740 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY
);
1746 static GLenum
wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type
)
1750 case WINED3D_GL_RES_TYPE_TEX_1D
:
1751 return GL_TEXTURE_1D
;
1752 case WINED3D_GL_RES_TYPE_TEX_2D
:
1753 return GL_TEXTURE_2D
;
1754 case WINED3D_GL_RES_TYPE_TEX_3D
:
1755 return GL_TEXTURE_3D
;
1756 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1757 return GL_TEXTURE_CUBE_MAP_ARB
;
1758 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1759 return GL_TEXTURE_RECTANGLE_ARB
;
1760 case WINED3D_GL_RES_TYPE_BUFFER
:
1761 return GL_TEXTURE_2D
; /* TODO: GL_TEXTURE_BUFFER. */
1762 case WINED3D_GL_RES_TYPE_RB
:
1763 return GL_RENDERBUFFER
;
1764 case WINED3D_GL_RES_TYPE_COUNT
:
1767 ERR("Unexpected GL resource type %u.\n", type
);
1771 static void delete_fbo_attachment(const struct wined3d_gl_info
*gl_info
,
1772 enum wined3d_gl_resource_type d3d_type
, GLuint object
)
1776 case WINED3D_GL_RES_TYPE_TEX_1D
:
1777 case WINED3D_GL_RES_TYPE_TEX_2D
:
1778 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1779 case WINED3D_GL_RES_TYPE_TEX_3D
:
1780 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1781 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &object
);
1784 case WINED3D_GL_RES_TYPE_RB
:
1785 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &object
);
1788 case WINED3D_GL_RES_TYPE_BUFFER
:
1789 case WINED3D_GL_RES_TYPE_COUNT
:
1794 /* Context activation is done by the caller. */
1795 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info
*gl_info
, unsigned int flags
,
1796 enum wined3d_gl_resource_type d3d_type
, GLuint
*object
, GLenum internal
, GLenum format
, GLenum type
)
1798 GLenum attach_type
= flags
& WINED3DFMT_FLAG_DEPTH
?
1799 GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0
;
1803 case WINED3D_GL_RES_TYPE_TEX_1D
:
1804 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1805 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, *object
);
1806 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, internal
, 16, 0, format
, type
, NULL
);
1807 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1808 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1810 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, attach_type
, GL_TEXTURE_1D
,
1812 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1813 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_1D
,
1817 case WINED3D_GL_RES_TYPE_TEX_2D
:
1818 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1819 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1820 gl_info
->gl_ops
.gl
.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type
), *object
);
1821 gl_info
->gl_ops
.gl
.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type
), 0, internal
, 16, 16, 0,
1822 format
, type
, NULL
);
1823 gl_info
->gl_ops
.gl
.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type
), GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1824 gl_info
->gl_ops
.gl
.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type
), GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1826 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, attach_type
,
1827 wined3d_gl_type_to_enum(d3d_type
), *object
, 0);
1828 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1829 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1830 wined3d_gl_type_to_enum(d3d_type
), *object
, 0);
1833 case WINED3D_GL_RES_TYPE_TEX_3D
:
1834 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1835 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, *object
);
1836 GL_EXTCALL(glTexImage3D
)(GL_TEXTURE_3D
, 0, internal
, 16, 16, 16, 0,
1837 format
, type
, NULL
);
1838 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1839 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1841 gl_info
->fbo_ops
.glFramebufferTexture3D(GL_FRAMEBUFFER
, attach_type
,
1842 GL_TEXTURE_3D
, *object
, 0, 0);
1843 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1844 gl_info
->fbo_ops
.glFramebufferTexture3D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1845 GL_TEXTURE_3D
, *object
, 0, 0);
1848 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1849 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1850 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, *object
);
1851 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, 0, internal
, 16, 16, 0,
1852 format
, type
, NULL
);
1853 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
, 0, internal
, 16, 16, 0,
1854 format
, type
, NULL
);
1855 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
, 0, internal
, 16, 16, 0,
1856 format
, type
, NULL
);
1857 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
, 0, internal
, 16, 16, 0,
1858 format
, type
, NULL
);
1859 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
, 0, internal
, 16, 16, 0,
1860 format
, type
, NULL
);
1861 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
, 0, internal
, 16, 16, 0,
1862 format
, type
, NULL
);
1863 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1864 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1866 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, attach_type
,
1867 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, *object
, 0);
1868 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1869 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1870 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, *object
, 0);
1873 case WINED3D_GL_RES_TYPE_RB
:
1874 gl_info
->fbo_ops
.glGenRenderbuffers(1, object
);
1875 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, *object
);
1876 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, internal
, 16, 16);
1877 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, attach_type
, GL_RENDERBUFFER
,
1879 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1880 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
,
1884 case WINED3D_GL_RES_TYPE_BUFFER
:
1885 case WINED3D_GL_RES_TYPE_COUNT
:
1889 /* Ideally we'd skip all formats already known not to work on textures
1890 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1891 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1892 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1893 * errors generated by invalid formats. */
1894 while (gl_info
->gl_ops
.gl
.p_glGetError());
1897 static void draw_test_quad(struct wined3d_caps_gl_ctx
*ctx
, const struct wined3d_vec3
*geometry
,
1898 const struct wined3d_color
*color
)
1900 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1901 static const struct wined3d_vec3 default_geometry
[] =
1903 {-1.0f
, -1.0f
, 0.0f
},
1904 { 1.0f
, -1.0f
, 0.0f
},
1905 {-1.0f
, 1.0f
, 0.0f
},
1906 { 1.0f
, 1.0f
, 0.0f
},
1908 static const char vs_core_header
[] =
1912 "out vec4 out_color;\n"
1914 static const char vs_legacy_header
[] =
1916 "attribute vec4 pos;\n"
1917 "attribute vec4 color;\n"
1918 "varying vec4 out_color;\n"
1920 static const char vs_body
[] =
1923 " gl_Position = pos;\n"
1924 " out_color = color;\n"
1926 static const char fs_core
[] =
1928 "in vec4 out_color;\n"
1929 "out vec4 fragment_color;\n"
1933 " fragment_color = out_color;\n"
1935 static const char fs_legacy
[] =
1937 "varying vec4 out_color;\n"
1941 " gl_FragData[0] = out_color;\n"
1943 const char *source
[2];
1944 GLuint vs_id
, fs_id
;
1948 geometry
= default_geometry
;
1950 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] || !gl_info
->supported
[ARB_VERTEX_SHADER
]
1951 || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
1953 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1954 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1955 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1956 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1957 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1959 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1960 gl_info
->gl_ops
.gl
.p_glColor4f(color
->r
, color
->g
, color
->b
, color
->a
);
1961 for (i
= 0; i
< 4; ++i
)
1962 gl_info
->gl_ops
.gl
.p_glVertex3fv(&geometry
[i
].x
);
1963 gl_info
->gl_ops
.gl
.p_glEnd();
1964 checkGLcall("Drawing a quad");
1969 GL_EXTCALL(glGenBuffers(1, &ctx
->test_vbo
));
1970 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, ctx
->test_vbo
));
1971 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(struct wined3d_vec3
) * 4, geometry
, GL_STREAM_DRAW
));
1972 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT
, FALSE
, 0, NULL
));
1973 GL_EXTCALL(glVertexAttrib4f(1, color
->r
, color
->g
, color
->b
, color
->a
));
1974 GL_EXTCALL(glEnableVertexAttribArray(0));
1975 GL_EXTCALL(glDisableVertexAttribArray(1));
1977 if (!ctx
->test_program_id
)
1979 ctx
->test_program_id
= GL_EXTCALL(glCreateProgram());
1981 vs_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
1982 source
[0] = gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? vs_legacy_header
: vs_core_header
;
1983 source
[1] = vs_body
;
1984 GL_EXTCALL(glShaderSource(vs_id
, 2, source
, NULL
));
1985 GL_EXTCALL(glAttachShader(ctx
->test_program_id
, vs_id
));
1986 GL_EXTCALL(glDeleteShader(vs_id
));
1988 fs_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
1989 source
[0] = gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? fs_legacy
: fs_core
;
1990 GL_EXTCALL(glShaderSource(fs_id
, 1, source
, NULL
));
1991 GL_EXTCALL(glAttachShader(ctx
->test_program_id
, fs_id
));
1992 GL_EXTCALL(glDeleteShader(fs_id
));
1994 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 0, "pos"));
1995 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 1, "color"));
1997 GL_EXTCALL(glCompileShader(vs_id
));
1998 print_glsl_info_log(gl_info
, vs_id
, FALSE
);
1999 GL_EXTCALL(glCompileShader(fs_id
));
2000 print_glsl_info_log(gl_info
, fs_id
, FALSE
);
2001 GL_EXTCALL(glLinkProgram(ctx
->test_program_id
));
2002 shader_glsl_validate_link(gl_info
, ctx
->test_program_id
);
2004 GL_EXTCALL(glUseProgram(ctx
->test_program_id
));
2006 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
2008 GL_EXTCALL(glUseProgram(0));
2009 GL_EXTCALL(glDisableVertexAttribArray(0));
2010 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
2011 checkGLcall("Drawing a quad");
2014 /* Context activation is done by the caller. */
2015 static void check_fbo_compat(struct wined3d_caps_gl_ctx
*ctx
, struct wined3d_format
*format
)
2017 /* Check if the default internal format is supported as a frame buffer
2018 * target, otherwise fall back to the render target internal.
2020 * Try to stick to the standard format if possible, this limits precision differences. */
2021 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 1.0f
};
2022 static const struct wined3d_color half_transparent_red
= {1.0f
, 0.0f
, 0.0f
, 0.5f
};
2023 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2024 GLenum status
, rt_internal
= format
->rtInternal
;
2025 GLuint object
, color_rb
;
2026 enum wined3d_gl_resource_type type
;
2027 BOOL fallback_fmt_used
= FALSE
, regular_fmt_used
= FALSE
;
2029 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2031 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2033 const char *type_string
= "color";
2035 if (type
== WINED3D_GL_RES_TYPE_BUFFER
)
2038 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glInternal
,
2039 format
->glFormat
, format
->glType
);
2041 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2043 gl_info
->fbo_ops
.glGenRenderbuffers(1, &color_rb
);
2044 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, color_rb
);
2045 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2046 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 1);
2048 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 16);
2050 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
2051 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, color_rb
);
2052 checkGLcall("Create and attach color rb attachment");
2053 type_string
= "depth / stencil";
2056 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2057 checkGLcall("Framebuffer format check");
2059 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2061 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2062 debug_d3dformat(format
->id
), type_string
, type
);
2063 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
2064 format
->rtInternal
= format
->glInternal
;
2065 regular_fmt_used
= TRUE
;
2071 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
2073 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2074 " and no fallback specified.\n", debug_d3dformat(format
->id
), type
);
2075 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2079 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2080 debug_d3dformat(format
->id
), type_string
, type
);
2082 format
->rtInternal
= format
->glInternal
;
2086 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2087 " trying rtInternal format as fallback.\n",
2088 debug_d3dformat(format
->id
), type_string
, type
);
2090 while (gl_info
->gl_ops
.gl
.p_glGetError());
2092 delete_fbo_attachment(gl_info
, type
, object
);
2093 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->rtInternal
,
2094 format
->glFormat
, format
->glType
);
2096 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2097 checkGLcall("Framebuffer format check");
2099 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2101 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2102 debug_d3dformat(format
->id
), type_string
, type
);
2103 fallback_fmt_used
= TRUE
;
2107 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2108 debug_d3dformat(format
->id
), type_string
, type
);
2109 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2114 if (status
== GL_FRAMEBUFFER_COMPLETE
2115 && ((format
->flags
[type
] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
2116 || !(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
2117 && !(format
->flags
[type
] & WINED3DFMT_FLAG_INTEGER
)
2118 && format
->id
!= WINED3DFMT_NULL
&& format
->id
!= WINED3DFMT_P8_UINT
2119 && format
->glFormat
!= GL_LUMINANCE
&& format
->glFormat
!= GL_LUMINANCE_ALPHA
2120 && (format
->red_size
|| format
->alpha_size
))
2122 DWORD readback
[16 * 16 * 16], color
, r_range
, a_range
;
2127 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2128 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
2130 gl_info
->fbo_ops
.glGenRenderbuffers(1, &rb
);
2131 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, rb
);
2132 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2133 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 1);
2135 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 16);
2136 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
2137 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
2138 checkGLcall("RB attachment");
2141 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2142 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.0f
, 1.0f
);
2143 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
2144 if (gl_info
->gl_ops
.gl
.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION
)
2146 while (gl_info
->gl_ops
.gl
.p_glGetError());
2147 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2148 debug_d3dformat(format
->id
), type
);
2149 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2153 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2154 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2155 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
2157 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 16);
2158 gl_info
->gl_ops
.gl
.p_glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
2160 draw_test_quad(ctx
, NULL
, &black
);
2162 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2164 draw_test_quad(ctx
, NULL
, &half_transparent_red
);
2166 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2170 case WINED3D_GL_RES_TYPE_TEX_1D
:
2171 /* Rebinding texture to workaround a fglrx bug. */
2172 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, object
);
2173 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_1D
, 0, GL_BGRA
,
2174 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2175 color
= readback
[7];
2178 case WINED3D_GL_RES_TYPE_TEX_2D
:
2179 case WINED3D_GL_RES_TYPE_TEX_3D
:
2180 case WINED3D_GL_RES_TYPE_TEX_RECT
:
2181 /* Rebinding texture to workaround a fglrx bug. */
2182 gl_info
->gl_ops
.gl
.p_glBindTexture(wined3d_gl_type_to_enum(type
), object
);
2183 gl_info
->gl_ops
.gl
.p_glGetTexImage(wined3d_gl_type_to_enum(type
), 0, GL_BGRA
,
2184 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2185 color
= readback
[7 * 16 + 7];
2188 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
2189 /* Rebinding texture to workaround a fglrx bug. */
2190 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, object
);
2191 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, 0, GL_BGRA
,
2192 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2193 color
= readback
[7 * 16 + 7];
2196 case WINED3D_GL_RES_TYPE_RB
:
2197 gl_info
->gl_ops
.gl
.p_glReadPixels(0, 0, 16, 16,
2198 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2199 color
= readback
[7 * 16 + 7];
2202 case WINED3D_GL_RES_TYPE_BUFFER
:
2203 case WINED3D_GL_RES_TYPE_COUNT
:
2207 checkGLcall("Post-pixelshader blending check");
2210 r
= (color
& 0x00ff0000u
) >> 16;
2212 r_range
= format
->red_size
< 8 ? 1u << (8 - format
->red_size
) : 1;
2213 a_range
= format
->alpha_size
< 8 ? 1u << (8 - format
->alpha_size
) : 1;
2214 if (format
->red_size
&& (r
< 0x7f - r_range
|| r
> 0x7f + r_range
))
2216 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
2220 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2221 debug_d3dformat(format
->id
), type
);
2222 TRACE("Color output: %#x\n", color
);
2223 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2227 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2228 debug_d3dformat(format
->id
), type
);
2229 TRACE("Color output: %#x\n", color
);
2230 format
->flags
[type
] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2234 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2235 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
2237 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, 0);
2238 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, 0);
2239 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &rb
);
2240 checkGLcall("RB cleanup");
2244 if (format
->glInternal
!= format
->glGammaInternal
)
2246 delete_fbo_attachment(gl_info
, type
, object
);
2247 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glGammaInternal
,
2248 format
->glFormat
, format
->glType
);
2250 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2251 checkGLcall("Framebuffer format check");
2253 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2255 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2256 debug_d3dformat(format
->id
), type
);
2257 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2261 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2262 debug_d3dformat(format
->id
), type
);
2265 else if (status
== GL_FRAMEBUFFER_COMPLETE
)
2266 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2268 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2270 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, 0);
2271 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &color_rb
);
2274 delete_fbo_attachment(gl_info
, type
, object
);
2275 checkGLcall("Framebuffer format check cleaup");
2278 if (fallback_fmt_used
&& regular_fmt_used
)
2280 FIXME("Format %s needs different render target formats for different resource types.\n",
2281 debug_d3dformat(format
->id
));
2282 format_clear_flag(format
, WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
2283 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
);
2287 static void query_format_flag(struct wined3d_gl_info
*gl_info
, struct wined3d_format
*format
,
2288 GLint internal
, GLenum pname
, DWORD flag
, const char *string
)
2291 enum wined3d_gl_resource_type type
;
2293 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2295 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
), internal
, pname
, 1, &value
);
2296 if (value
== GL_FULL_SUPPORT
)
2298 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2299 format
->flags
[type
] |= flag
;
2303 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2304 format
->flags
[type
] &= ~flag
;
2309 /* Context activation is done by the caller. */
2310 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx
*ctx
)
2312 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2313 unsigned int i
, type
;
2316 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2318 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2321 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2322 BOOL fallback_fmt_used
= FALSE
, regular_fmt_used
= FALSE
;
2323 GLenum rt_internal
= format
->rtInternal
;
2325 if (!format
->glInternal
)
2328 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2330 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2331 format
->glInternal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2332 if (value
== GL_FULL_SUPPORT
)
2334 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2335 debug_d3dformat(format
->id
), type
);
2336 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
2337 format
->rtInternal
= format
->glInternal
;
2338 regular_fmt_used
= TRUE
;
2340 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2341 format
->glInternal
, GL_FRAMEBUFFER_BLEND
, 1, &value
);
2342 if (value
== GL_FULL_SUPPORT
)
2344 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2345 debug_d3dformat(format
->id
), type
);
2346 format
->flags
[type
] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2350 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2351 debug_d3dformat(format
->id
), type
);
2352 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2359 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
2361 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2362 " and no fallback specified, resource type %u.\n",
2363 debug_d3dformat(format
->id
), type
);
2364 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2367 TRACE("Format %s is not supported as FBO color attachment,"
2368 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2369 format
->rtInternal
= format
->glInternal
;
2373 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2374 rt_internal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2375 if (value
== GL_FULL_SUPPORT
)
2377 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2378 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2379 fallback_fmt_used
= TRUE
;
2383 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2384 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2385 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2390 if (format
->glInternal
!= format
->glGammaInternal
)
2392 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2393 format
->glGammaInternal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2394 if (value
== GL_FULL_SUPPORT
)
2396 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2397 debug_d3dformat(format
->id
), type
);
2398 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2402 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2403 debug_d3dformat(format
->id
), type
);
2406 else if (format
->flags
[type
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
)
2407 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2410 if (fallback_fmt_used
&& regular_fmt_used
)
2412 FIXME("Format %s needs different render target formats for different resource types.\n",
2413 debug_d3dformat(format
->id
));
2414 format_clear_flag(format
, WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
2415 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
);
2421 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2423 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
2424 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
2425 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2426 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
2429 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2431 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2433 if (!format
->glInternal
) continue;
2435 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
2437 TRACE("Skipping format %s because it's a compressed format.\n",
2438 debug_d3dformat(format
->id
));
2442 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2444 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format
->id
));
2445 check_fbo_compat(ctx
, format
);
2449 format
->rtInternal
= format
->glInternal
;
2453 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2454 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
2457 static GLenum
lookup_gl_view_class(GLenum internal_format
)
2461 GLenum internal_format
;
2467 {GL_RGBA32F
, GL_VIEW_CLASS_128_BITS
},
2468 {GL_RGBA32UI
, GL_VIEW_CLASS_128_BITS
},
2469 {GL_RGBA32I
, GL_VIEW_CLASS_128_BITS
},
2471 {GL_RGB32F
, GL_VIEW_CLASS_96_BITS
},
2472 {GL_RGB32UI
, GL_VIEW_CLASS_96_BITS
},
2473 {GL_RGB32I
, GL_VIEW_CLASS_96_BITS
},
2475 {GL_RGBA16F
, GL_VIEW_CLASS_64_BITS
},
2476 {GL_RG32F
, GL_VIEW_CLASS_64_BITS
},
2477 {GL_RGBA16UI
, GL_VIEW_CLASS_64_BITS
},
2478 {GL_RG32UI
, GL_VIEW_CLASS_64_BITS
},
2479 {GL_RGBA16I
, GL_VIEW_CLASS_64_BITS
},
2480 {GL_RG32I
, GL_VIEW_CLASS_64_BITS
},
2481 {GL_RGBA16
, GL_VIEW_CLASS_64_BITS
},
2482 {GL_RGBA16_SNORM
, GL_VIEW_CLASS_64_BITS
},
2484 {GL_RGB16
, GL_VIEW_CLASS_48_BITS
},
2485 {GL_RGB16_SNORM
, GL_VIEW_CLASS_48_BITS
},
2486 {GL_RGB16F
, GL_VIEW_CLASS_48_BITS
},
2487 {GL_RGB16UI
, GL_VIEW_CLASS_48_BITS
},
2488 {GL_RGB16I
, GL_VIEW_CLASS_48_BITS
},
2490 {GL_RG16F
, GL_VIEW_CLASS_32_BITS
},
2491 {GL_R11F_G11F_B10F
, GL_VIEW_CLASS_32_BITS
},
2492 {GL_R32F
, GL_VIEW_CLASS_32_BITS
},
2493 {GL_RGB10_A2UI
, GL_VIEW_CLASS_32_BITS
},
2494 {GL_RGBA8UI
, GL_VIEW_CLASS_32_BITS
},
2495 {GL_RG16UI
, GL_VIEW_CLASS_32_BITS
},
2496 {GL_R32UI
, GL_VIEW_CLASS_32_BITS
},
2497 {GL_RGBA8I
, GL_VIEW_CLASS_32_BITS
},
2498 {GL_RG16I
, GL_VIEW_CLASS_32_BITS
},
2499 {GL_R32I
, GL_VIEW_CLASS_32_BITS
},
2500 {GL_RGB10_A2
, GL_VIEW_CLASS_32_BITS
},
2501 {GL_RGBA8
, GL_VIEW_CLASS_32_BITS
},
2502 {GL_RG16
, GL_VIEW_CLASS_32_BITS
},
2503 {GL_RGBA8_SNORM
, GL_VIEW_CLASS_32_BITS
},
2504 {GL_RG16_SNORM
, GL_VIEW_CLASS_32_BITS
},
2505 {GL_SRGB8_ALPHA8
, GL_VIEW_CLASS_32_BITS
},
2506 {GL_RGB9_E5
, GL_VIEW_CLASS_32_BITS
},
2508 {GL_RGB8
, GL_VIEW_CLASS_24_BITS
},
2509 {GL_RGB8_SNORM
, GL_VIEW_CLASS_24_BITS
},
2510 {GL_SRGB8
, GL_VIEW_CLASS_24_BITS
},
2511 {GL_RGB8UI
, GL_VIEW_CLASS_24_BITS
},
2512 {GL_RGB8I
, GL_VIEW_CLASS_24_BITS
},
2514 {GL_R16F
, GL_VIEW_CLASS_16_BITS
},
2515 {GL_RG8UI
, GL_VIEW_CLASS_16_BITS
},
2516 {GL_R16UI
, GL_VIEW_CLASS_16_BITS
},
2517 {GL_RG8I
, GL_VIEW_CLASS_16_BITS
},
2518 {GL_R16I
, GL_VIEW_CLASS_16_BITS
},
2519 {GL_RG8
, GL_VIEW_CLASS_16_BITS
},
2520 {GL_R16
, GL_VIEW_CLASS_16_BITS
},
2521 {GL_RG8_SNORM
, GL_VIEW_CLASS_16_BITS
},
2522 {GL_R16_SNORM
, GL_VIEW_CLASS_16_BITS
},
2524 {GL_R8UI
, GL_VIEW_CLASS_8_BITS
},
2525 {GL_R8I
, GL_VIEW_CLASS_8_BITS
},
2526 {GL_R8
, GL_VIEW_CLASS_8_BITS
},
2527 {GL_R8_SNORM
, GL_VIEW_CLASS_8_BITS
},
2530 {GL_COMPRESSED_RED_RGTC1
, GL_VIEW_CLASS_RGTC1_RED
},
2531 {GL_COMPRESSED_SIGNED_RED_RGTC1
, GL_VIEW_CLASS_RGTC1_RED
},
2533 {GL_COMPRESSED_RG_RGTC2
, GL_VIEW_CLASS_RGTC2_RG
},
2534 {GL_COMPRESSED_SIGNED_RG_RGTC2
, GL_VIEW_CLASS_RGTC2_RG
},
2537 {GL_COMPRESSED_RGBA_BPTC_UNORM
, GL_VIEW_CLASS_BPTC_UNORM
},
2538 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM
, GL_VIEW_CLASS_BPTC_UNORM
},
2540 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT
, GL_VIEW_CLASS_BPTC_FLOAT
},
2541 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT
, GL_VIEW_CLASS_BPTC_FLOAT
},
2544 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT
, GL_VIEW_CLASS_S3TC_DXT1_RGB
},
2545 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
, GL_VIEW_CLASS_S3TC_DXT1_RGB
},
2547 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_VIEW_CLASS_S3TC_DXT1_RGBA
},
2548 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, GL_VIEW_CLASS_S3TC_DXT1_RGBA
},
2550 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_VIEW_CLASS_S3TC_DXT3_RGBA
},
2551 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, GL_VIEW_CLASS_S3TC_DXT3_RGBA
},
2553 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_VIEW_CLASS_S3TC_DXT5_RGBA
},
2554 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, GL_VIEW_CLASS_S3TC_DXT5_RGBA
},
2559 for (i
= 0; i
< ARRAY_SIZE(view_classes
); ++i
)
2561 if (view_classes
[i
].internal_format
== internal_format
)
2562 return view_classes
[i
].view_class
;
2568 static void query_view_class(struct wined3d_format
*format
)
2570 GLenum internal_view_class
, gamma_view_class
, rt_view_class
;
2572 internal_view_class
= lookup_gl_view_class(format
->glInternal
);
2573 gamma_view_class
= lookup_gl_view_class(format
->glGammaInternal
);
2574 rt_view_class
= lookup_gl_view_class(format
->rtInternal
);
2576 if (internal_view_class
== gamma_view_class
|| gamma_view_class
== rt_view_class
)
2578 format
->gl_view_class
= internal_view_class
;
2579 TRACE("Format %s is member of GL view class %#x.\n",
2580 debug_d3dformat(format
->id
), format
->gl_view_class
);
2584 format
->gl_view_class
= GL_NONE
;
2588 static void query_internal_format(struct wined3d_adapter
*adapter
,
2589 struct wined3d_format
*format
, const struct wined3d_format_texture_info
*texture_info
,
2590 struct wined3d_gl_info
*gl_info
, BOOL srgb_write_supported
, BOOL srgb_format
)
2592 GLint count
, multisample_types
[MAX_MULTISAMPLE_TYPES
];
2593 unsigned int i
, max_log2
;
2595 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2597 query_format_flag(gl_info
, format
, format
->glInternal
, GL_VERTEX_TEXTURE
,
2598 WINED3DFMT_FLAG_VTF
, "vertex texture usage");
2599 query_format_flag(gl_info
, format
, format
->glInternal
, GL_FILTER
,
2600 WINED3DFMT_FLAG_FILTERING
, "filtering");
2602 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2604 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_READ
,
2605 WINED3DFMT_FLAG_SRGB_READ
, "sRGB read");
2607 if (srgb_write_supported
)
2608 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
2609 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
2611 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2613 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & (WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
)))
2614 format
->glGammaInternal
= format
->glInternal
;
2615 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2616 format
->glInternal
= format
->glGammaInternal
;
2621 if (!gl_info
->limits
.vertex_samplers
)
2622 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
2624 if (!(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
2625 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2626 else if (format
->id
!= WINED3DFMT_R32G32B32A32_FLOAT
&& format
->id
!= WINED3DFMT_R32_FLOAT
)
2627 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
2629 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2631 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2632 if (!gl_info
->supported
[EXT_TEXTURE_SRGB
])
2634 format
->glGammaInternal
= format
->glInternal
;
2635 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2637 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2639 format
->glInternal
= format
->glGammaInternal
;
2643 if ((format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_SRGB_WRITE
) && !srgb_write_supported
)
2644 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2646 if (!gl_info
->supported
[ARB_DEPTH_TEXTURE
]
2647 && texture_info
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2649 format
->flags
[WINED3D_GL_RES_TYPE_TEX_1D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2650 format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2651 format
->flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2652 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2653 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2657 query_view_class(format
);
2659 if (format
->glInternal
&& format
->flags
[WINED3D_GL_RES_TYPE_RB
]
2660 & (WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2662 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY
])
2664 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER
, format
->glInternal
,
2665 GL_NUM_SAMPLE_COUNTS
, 1, &count
));
2666 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2667 count
= min(count
, MAX_MULTISAMPLE_TYPES
);
2668 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER
, format
->glInternal
,
2669 GL_SAMPLES
, count
, multisample_types
));
2670 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2671 for (i
= 0; i
< count
; ++i
)
2673 if (multisample_types
[i
] > sizeof(format
->multisample_types
) * 8)
2675 format
->multisample_types
|= 1u << (multisample_types
[i
] - 1);
2680 max_log2
= wined3d_log2i(min(gl_info
->limits
.samples
,
2681 sizeof(format
->multisample_types
) * 8));
2682 for (i
= 1; i
<= max_log2
; ++i
)
2683 format
->multisample_types
|= 1u << ((1u << i
) - 1);
2688 static BOOL
init_format_texture_info(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2690 struct fragment_caps fragment_caps
;
2691 struct shader_caps shader_caps
;
2695 adapter
->fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
2696 adapter
->shader_backend
->shader_get_caps(gl_info
, &shader_caps
);
2697 srgb_write
= (fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_SRGB_WRITE
)
2698 && (shader_caps
.wined3d_caps
& WINED3D_SHADER_CAP_SRGB_WRITE
);
2700 for (i
= 0; i
< sizeof(format_texture_info
) / sizeof(*format_texture_info
); ++i
)
2702 int srgb_fmt_idx
= -1, fmt_idx
= get_format_idx(format_texture_info
[i
].id
);
2703 struct wined3d_format
*format
, *srgb_format
;
2707 ERR("Format %s (%#x) not found.\n",
2708 debug_d3dformat(format_texture_info
[i
].id
), format_texture_info
[i
].id
);
2712 if (!gl_info
->supported
[format_texture_info
[i
].extension
]) continue;
2714 format
= &gl_info
->formats
[fmt_idx
];
2716 /* ARB_texture_rg defines floating point formats, but only if
2717 * ARB_texture_float is also supported. */
2718 if (!gl_info
->supported
[ARB_TEXTURE_FLOAT
]
2719 && (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2722 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2723 if (!gl_info
->supported
[EXT_TEXTURE_INTEGER
]
2724 && (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_INTEGER
))
2727 format
->glInternal
= format_texture_info
[i
].gl_internal
;
2728 format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
2729 format
->rtInternal
= format_texture_info
[i
].gl_rt_internal
;
2730 format
->glFormat
= format_texture_info
[i
].gl_format
;
2731 format
->glType
= format_texture_info
[i
].gl_type
;
2732 format
->color_fixup
= COLOR_FIXUP_IDENTITY
;
2733 format
->height_scale
.numerator
= 1;
2734 format
->height_scale
.denominator
= 1;
2736 format
->flags
[WINED3D_GL_RES_TYPE_TEX_1D
] |= format_texture_info
[i
].flags
;
2737 format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] |= format_texture_info
[i
].flags
;
2738 format
->flags
[WINED3D_GL_RES_TYPE_BUFFER
] |= format_texture_info
[i
].flags
;
2740 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2741 * problematic", but doesn't explicitly mandate that an error is generated. */
2742 if (gl_info
->supported
[EXT_TEXTURE3D
]
2743 && !(format_texture_info
[i
].flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
2744 format
->flags
[WINED3D_GL_RES_TYPE_TEX_3D
] |= format_texture_info
[i
].flags
;
2746 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2747 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] |= format_texture_info
[i
].flags
;
2749 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2750 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] |= format_texture_info
[i
].flags
;
2752 format
->flags
[WINED3D_GL_RES_TYPE_RB
] |= format_texture_info
[i
].flags
;
2753 format
->flags
[WINED3D_GL_RES_TYPE_RB
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2755 if (format
->glGammaInternal
!= format
->glInternal
2756 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2758 format
->glGammaInternal
= format
->glInternal
;
2759 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2762 query_internal_format(adapter
, format
, &format_texture_info
[i
], gl_info
, srgb_write
, FALSE
);
2764 /* Texture conversion stuff */
2765 format
->convert
= format_texture_info
[i
].convert
;
2766 format
->conv_byte_count
= format_texture_info
[i
].conv_byte_count
;
2768 for (j
= 0; j
< sizeof(format_srgb_info
) / sizeof(*format_srgb_info
); ++j
)
2770 if (format_srgb_info
[j
].base_format_id
== format
->id
)
2772 srgb_fmt_idx
= get_format_idx(format_srgb_info
[j
].srgb_format_id
);
2773 if (srgb_fmt_idx
== -1)
2775 ERR("Format %s (%#x) not found.\n",
2776 debug_d3dformat(format_srgb_info
[j
].srgb_format_id
),
2777 format_srgb_info
[j
].srgb_format_id
);
2784 if (srgb_fmt_idx
== -1)
2787 srgb_format
= &gl_info
->formats
[srgb_fmt_idx
];
2789 *srgb_format
= *format
;
2790 srgb_format
->id
= format_srgb_info
[j
].srgb_format_id
;
2792 if (gl_info
->supported
[EXT_TEXTURE_SRGB
]
2793 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2795 srgb_format
->glInternal
= format_texture_info
[i
].gl_srgb_internal
;
2796 srgb_format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
2797 format_set_flag(srgb_format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2798 query_internal_format(adapter
, srgb_format
, &format_texture_info
[i
], gl_info
, srgb_write
, TRUE
);
2805 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
2807 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2809 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2811 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2813 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2817 /* A context is provided by the caller */
2818 static BOOL
check_filter(const struct wined3d_gl_info
*gl_info
, GLenum internal
)
2820 static const DWORD data
[] = {0x00000000, 0xffffffff};
2821 GLuint tex
, fbo
, buffer
;
2822 DWORD readback
[16 * 1];
2825 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2826 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2827 * falling back to software. If this changes in the future this code will get fooled and
2828 * apps might hit the software path due to incorrectly advertised caps.
2830 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2831 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2832 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2835 while (gl_info
->gl_ops
.gl
.p_glGetError());
2837 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &buffer
);
2838 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
2839 memset(readback
, 0x7e, sizeof(readback
));
2840 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 16, 1, 0,
2841 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, readback
);
2842 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2843 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2844 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2845 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2846 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2848 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &tex
);
2849 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
2850 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, internal
, 2, 1, 0,
2851 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, data
);
2852 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2853 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2854 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2855 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2856 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2857 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
2859 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
2860 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
2861 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, buffer
, 0);
2862 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2864 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
2865 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2866 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2867 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2868 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2869 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2871 gl_info
->gl_ops
.gl
.p_glClearColor(0, 1, 0, 0);
2872 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
2874 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
2875 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 0.0);
2876 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, -1.0f
);
2877 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 0.0);
2878 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, -1.0f
);
2879 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 1.0);
2880 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, 1.0f
);
2881 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 1.0);
2882 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, 1.0f
);
2883 gl_info
->gl_ops
.gl
.p_glEnd();
2885 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
2886 memset(readback
, 0x7f, sizeof(readback
));
2887 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2888 if (color_match(readback
[6], 0xffffffff, 5) || color_match(readback
[6], 0x00000000, 5)
2889 || color_match(readback
[9], 0xffffffff, 5) || color_match(readback
[9], 0x00000000, 5))
2891 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2892 readback
[6], readback
[9]);
2897 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2898 readback
[6], readback
[9]);
2902 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
2903 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
2904 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
);
2905 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &buffer
);
2907 if (gl_info
->gl_ops
.gl
.p_glGetError())
2909 FIXME("Error during filtering test for format %x, returning no filtering\n", internal
);
2916 static void init_format_filter_info(struct wined3d_gl_info
*gl_info
, enum wined3d_pci_vendor vendor
)
2918 struct wined3d_format
*format
;
2919 unsigned int fmt_idx
, i
;
2920 static const enum wined3d_format_id fmts16
[] =
2922 WINED3DFMT_R16_FLOAT
,
2923 WINED3DFMT_R16G16_FLOAT
,
2924 WINED3DFMT_R16G16B16A16_FLOAT
,
2928 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2929 /* This was already handled by init_format_texture_info(). */
2932 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2933 || !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2935 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2936 if (vendor
== HW_VENDOR_NVIDIA
&& gl_info
->supported
[ARB_TEXTURE_FLOAT
])
2938 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2941 else if (gl_info
->limits
.glsl_varyings
> 44)
2943 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2948 TRACE("Assuming no float16 blending\n");
2954 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2956 fmt_idx
= get_format_idx(fmts16
[i
]);
2957 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_FILTERING
);
2963 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2965 fmt_idx
= get_format_idx(fmts16
[i
]);
2966 format
= &gl_info
->formats
[fmt_idx
];
2967 if (!format
->glInternal
) continue; /* Not supported by GL */
2969 filtered
= check_filter(gl_info
, gl_info
->formats
[fmt_idx
].glInternal
);
2972 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
2973 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2977 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16
[i
]));
2982 static void apply_format_fixups(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2987 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
2988 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2989 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2991 idx
= get_format_idx(WINED3DFMT_R32_FLOAT
);
2992 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2993 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2995 idx
= get_format_idx(WINED3DFMT_R16G16_UNORM
);
2996 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2997 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2999 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
3000 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3001 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
3003 idx
= get_format_idx(WINED3DFMT_R32G32_FLOAT
);
3004 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3005 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
3007 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3009 if (gl_info
->supported
[NV_TEXTURE_SHADER
] || gl_info
->supported
[EXT_TEXTURE_SNORM
])
3011 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3012 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3013 * conversion for this format. */
3014 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM
);
3015 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3016 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3017 idx
= get_format_idx(WINED3DFMT_R16G16_SNORM
);
3018 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3019 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3023 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3025 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM
);
3026 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3027 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3028 idx
= get_format_idx(WINED3DFMT_R16G16_SNORM
);
3029 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3030 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3031 idx
= get_format_idx(WINED3DFMT_R8G8B8A8_SNORM
);
3032 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3033 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 1, CHANNEL_SOURCE_Z
, 1, CHANNEL_SOURCE_W
);
3034 idx
= get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
3035 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3036 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
);
3039 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
3041 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
3042 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3043 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_W
);
3046 if (gl_info
->supported
[ARB_TEXTURE_COMPRESSION_RGTC
] || gl_info
->supported
[EXT_TEXTURE_COMPRESSION_RGTC
])
3048 idx
= get_format_idx(WINED3DFMT_ATI1N
);
3049 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3050 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
3052 idx
= get_format_idx(WINED3DFMT_ATI2N
);
3053 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3054 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3056 else if (gl_info
->supported
[ATI_TEXTURE_COMPRESSION_3DC
])
3058 idx
= get_format_idx(WINED3DFMT_ATI2N
);
3059 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3060 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_W
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3063 if (!gl_info
->supported
[APPLE_YCBCR_422
])
3065 idx
= get_format_idx(WINED3DFMT_YUY2
);
3066 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YUY2
);
3068 idx
= get_format_idx(WINED3DFMT_UYVY
);
3069 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_UYVY
);
3072 idx
= get_format_idx(WINED3DFMT_YV12
);
3073 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_HEIGHT_SCALE
);
3074 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
3075 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
3076 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YV12
);
3078 idx
= get_format_idx(WINED3DFMT_NV12
);
3079 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_HEIGHT_SCALE
);
3080 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
3081 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
3082 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_NV12
);
3084 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3086 idx
= get_format_idx(WINED3DFMT_A8_UNORM
);
3087 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3088 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_X
);
3089 idx
= get_format_idx(WINED3DFMT_L8A8_UNORM
);
3090 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3091 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
);
3092 idx
= get_format_idx(WINED3DFMT_L4A4_UNORM
);
3093 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3094 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
);
3095 idx
= get_format_idx(WINED3DFMT_L16_UNORM
);
3096 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3097 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
);
3098 idx
= get_format_idx(WINED3DFMT_INTZ
);
3099 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3100 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
3103 if (gl_info
->supported
[ARB_TEXTURE_RG
])
3105 idx
= get_format_idx(WINED3DFMT_L8_UNORM
);
3106 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3107 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
);
3110 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
3112 idx
= get_format_idx(WINED3DFMT_P8_UINT
);
3113 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_P8
);
3116 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
3118 idx
= get_format_idx(WINED3DFMT_B8G8R8A8_UNORM
);
3119 gl_info
->formats
[idx
].gl_vtx_format
= GL_BGRA
;
3122 if (!gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
])
3124 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3125 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3126 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
3127 gl_info
->formats
[idx
].gl_vtx_type
= GL_FLOAT
;
3129 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
3130 gl_info
->formats
[idx
].gl_vtx_type
= GL_FLOAT
;
3133 if (!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
])
3135 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
3136 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3138 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
3139 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3141 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
3142 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3145 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_RGBA16
)
3147 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_UNORM
);
3148 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3151 /* ATI instancing hack: Although ATI cards do not support Shader Model
3152 * 3.0, they support instancing. To query if the card supports instancing
3153 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3154 * is used. Should an application check for this, provide a proper return
3155 * value. We can do instancing with all shader versions, but we need
3158 * Additionally applications have to set the D3DRS_POINTSIZE render state
3159 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3160 * doesn't need that and just ignores it.
3162 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3163 /* FIXME: This should just check the shader backend caps. */
3164 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
] || gl_info
->supported
[ARB_VERTEX_SHADER
])
3166 idx
= get_format_idx(WINED3DFMT_INST
);
3167 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3170 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3171 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3172 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3173 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3174 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3176 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
3178 idx
= get_format_idx(WINED3DFMT_NVDB
);
3179 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3182 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3183 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3184 * RENDERTARGET usage. */
3185 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
])
3187 idx
= get_format_idx(WINED3DFMT_RESZ
);
3188 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
);
3191 for (i
= 0; i
< gl_info
->format_count
; ++i
)
3193 struct wined3d_format
*format
= &gl_info
->formats
[i
];
3195 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_TEXTURE
))
3198 if (!adapter
->shader_backend
->shader_color_fixup_supported(format
->color_fixup
)
3199 || !adapter
->fragment_pipe
->color_fixup_supported(format
->color_fixup
))
3200 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3203 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3204 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3206 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3207 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3208 idx
= get_format_idx(WINED3DFMT_DXT1
);
3209 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3210 idx
= get_format_idx(WINED3DFMT_DXT2
);
3211 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3212 idx
= get_format_idx(WINED3DFMT_DXT3
);
3213 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3214 idx
= get_format_idx(WINED3DFMT_DXT4
);
3215 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3216 idx
= get_format_idx(WINED3DFMT_DXT5
);
3217 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3218 idx
= get_format_idx(WINED3DFMT_BC1_UNORM
);
3219 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3220 idx
= get_format_idx(WINED3DFMT_BC1_UNORM_SRGB
);
3221 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3222 idx
= get_format_idx(WINED3DFMT_BC2_UNORM
);
3223 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3224 idx
= get_format_idx(WINED3DFMT_BC2_UNORM_SRGB
);
3225 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3226 idx
= get_format_idx(WINED3DFMT_BC3_UNORM
);
3227 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3228 idx
= get_format_idx(WINED3DFMT_BC3_UNORM_SRGB
);
3229 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3230 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3231 idx
= get_format_idx(WINED3DFMT_ATI1N
);
3232 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3233 idx
= get_format_idx(WINED3DFMT_ATI2N
);
3234 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3235 idx
= get_format_idx(WINED3DFMT_BC4_UNORM
);
3236 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3237 idx
= get_format_idx(WINED3DFMT_BC5_UNORM
);
3238 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3241 static unsigned int gl_type_size(GLenum type
)
3246 return sizeof(GLhalfNV
);
3248 return sizeof(GLfloat
);
3250 return sizeof(GLbyte
);
3251 case GL_UNSIGNED_BYTE
:
3252 return sizeof(GLubyte
);
3254 return sizeof(GLshort
);
3255 case GL_UNSIGNED_SHORT
:
3256 return sizeof(GLushort
);
3258 return sizeof(GLint
);
3259 case GL_UNSIGNED_INT
:
3260 return sizeof(GLuint
);
3262 FIXME("Unhandled GL type %#x.\n", type
);
3267 static BOOL
init_format_vertex_info(struct wined3d_gl_info
*gl_info
)
3271 for (i
= 0; i
< ARRAY_SIZE(format_vertex_info
); ++i
)
3273 struct wined3d_format
*format
;
3274 int fmt_idx
= get_format_idx(format_vertex_info
[i
].id
);
3278 ERR("Format %s (%#x) not found.\n",
3279 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
3283 format
= &gl_info
->formats
[fmt_idx
];
3284 format
->emit_idx
= format_vertex_info
[i
].emit_idx
;
3285 format
->component_count
= format_vertex_info
[i
].component_count
;
3286 format
->gl_vtx_type
= format_vertex_info
[i
].gl_vtx_type
;
3287 format
->gl_vtx_format
= format_vertex_info
[i
].component_count
;
3288 format
->gl_normalized
= format_vertex_info
[i
].gl_normalized
;
3289 if (!(format
->component_size
= gl_type_size(format_vertex_info
[i
].gl_vtx_type
)))
3291 ERR("Invalid component size for vertex format %s (%#x).\n",
3292 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
3300 static BOOL
init_typeless_formats(struct wined3d_gl_info
*gl_info
)
3302 unsigned int flags
[WINED3D_GL_RES_TYPE_COUNT
];
3305 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
3307 struct wined3d_format
*format
, *typeless_format
;
3308 int fmt_idx
= get_format_idx(typed_formats
[i
].id
);
3309 int typeless_fmt_idx
= get_format_idx(typed_formats
[i
].typeless_id
);
3313 ERR("Format %s (%#x) not found.\n",
3314 debug_d3dformat(typed_formats
[i
].id
),
3315 typed_formats
[i
].id
);
3318 if (typeless_fmt_idx
== -1)
3320 ERR("Format %s (%#x) not found.\n",
3321 debug_d3dformat(typed_formats
[i
].typeless_id
),
3322 typed_formats
[i
].typeless_id
);
3326 format
= &gl_info
->formats
[fmt_idx
];
3327 typeless_format
= &gl_info
->formats
[typeless_fmt_idx
];
3329 memcpy(flags
, typeless_format
->flags
, sizeof(flags
));
3330 *typeless_format
= *format
;
3331 typeless_format
->id
= typed_formats
[i
].typeless_id
;
3332 for (j
= 0; j
< ARRAY_SIZE(typeless_format
->flags
); ++j
)
3333 typeless_format
->flags
[j
] |= flags
[j
];
3339 BOOL
initPixelFormatsNoGL(struct wined3d_gl_info
*gl_info
)
3341 if (!init_format_base_info(gl_info
)) return FALSE
;
3343 if (!init_format_block_info(gl_info
))
3345 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3346 gl_info
->formats
= NULL
;
3353 /* Context activation is done by the caller. */
3354 BOOL
wined3d_adapter_init_format_info(struct wined3d_adapter
*adapter
, struct wined3d_caps_gl_ctx
*ctx
)
3356 struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
3358 if (!init_format_base_info(gl_info
)) return FALSE
;
3360 if (!init_format_block_info(gl_info
)) goto fail
;
3361 if (!init_format_texture_info(adapter
, gl_info
)) goto fail
;
3362 if (!init_format_vertex_info(gl_info
)) goto fail
;
3364 apply_format_fixups(adapter
, gl_info
);
3365 init_format_fbo_compat_info(ctx
);
3366 init_format_filter_info(gl_info
, adapter
->driver_info
.vendor
);
3367 if (!init_typeless_formats(gl_info
)) goto fail
;
3372 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3373 gl_info
->formats
= NULL
;
3377 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx
*ctx
, GLenum format
)
3379 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3380 static const struct wined3d_color blue
= {0.0f
, 0.0f
, 1.0f
, 1.0f
};
3381 GLuint fbo
, color
, depth
;
3382 unsigned int low
= 0, high
= 32, cur
;
3383 DWORD readback
[256];
3384 static const struct wined3d_vec3 geometry
[] =
3386 {-1.0f
, -1.0f
, -1.0f
},
3387 { 1.0f
, -1.0f
, 0.0f
},
3388 {-1.0f
, 1.0f
, -1.0f
},
3389 { 1.0f
, 1.0f
, 0.0f
},
3392 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3393 * Nvidia. Use this as a fallback if the detection fails. */
3394 unsigned int fallback
= 23;
3396 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3398 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback
);
3399 return (float)(1u << fallback
);
3402 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &color
);
3403 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, color
);
3404 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAX_LEVEL
, 0);
3405 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 256, 1, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0);
3407 gl_info
->fbo_ops
.glGenRenderbuffers(1, &depth
);
3408 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, depth
);
3409 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, format
, 256, 1);
3411 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
3412 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
3413 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, color
, 0);
3414 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, depth
);
3415 checkGLcall("Setup framebuffer");
3417 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.5f
, 0.0f
);
3418 gl_info
->gl_ops
.gl
.p_glClearDepth(0.5f
);
3419 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
3420 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
3421 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 256, 1);
3422 checkGLcall("Misc parameters");
3426 if (high
- low
<= 1)
3428 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback
);
3432 cur
= (low
+ high
) / 2;
3434 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
3435 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3436 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3437 gl_info
->gl_ops
.gl
.p_glPolygonOffset(0.0f
, (float)(1u << cur
) * 0.25f
);
3438 draw_test_quad(ctx
, geometry
, &blue
);
3439 checkGLcall("Test draw");
3441 /* Rebinding texture to workaround a fglrx bug. */
3442 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, color
);
3443 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
3444 checkGLcall("readback");
3446 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3447 low
, high
, cur
, readback
[0], readback
[125], readback
[131], readback
[255]);
3449 if ((readback
[125] & 0xff) < 0xa0)
3451 else if ((readback
[131] & 0xff) > 0xa0)
3455 TRACE("Found scale factor 2^%u for format %x\n", cur
, format
);
3460 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &color
);
3461 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &depth
);
3462 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
3463 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
3464 checkGLcall("Delete framebuffer");
3466 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3467 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
3468 return (float)(1u << cur
);
3471 const struct wined3d_format
*wined3d_get_format(const struct wined3d_gl_info
*gl_info
,
3472 enum wined3d_format_id format_id
)
3474 int idx
= get_format_idx(format_id
);
3478 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3479 debug_d3dformat(format_id
), format_id
);
3480 /* Get the caller a valid pointer */
3481 idx
= get_format_idx(WINED3DFMT_UNKNOWN
);
3484 return &gl_info
->formats
[idx
];
3487 void wined3d_format_calculate_pitch(const struct wined3d_format
*format
, unsigned int alignment
,
3488 unsigned int width
, unsigned int height
, unsigned int *row_pitch
, unsigned int *slice_pitch
)
3490 /* For block based formats, pitch means the amount of bytes to the next
3491 * row of blocks rather than the next row of pixels. */
3492 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_BLOCKS
)
3494 unsigned int row_block_count
= (width
+ format
->block_width
- 1) / format
->block_width
;
3495 unsigned int slice_block_count
= (height
+ format
->block_height
- 1) / format
->block_height
;
3496 *row_pitch
= row_block_count
* format
->block_byte_count
;
3497 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3498 *slice_pitch
= *row_pitch
* slice_block_count
;
3502 *row_pitch
= format
->byte_count
* width
; /* Bytes / row */
3503 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3504 *slice_pitch
= *row_pitch
* height
;
3507 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
3509 /* The D3D format requirements make sure that the resulting format is an integer again */
3510 *slice_pitch
*= format
->height_scale
.numerator
;
3511 *slice_pitch
/= format
->height_scale
.denominator
;
3514 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch
, *slice_pitch
);
3517 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
3518 UINT width
, UINT height
, UINT depth
)
3520 unsigned int row_pitch
, slice_pitch
;
3522 if (format
->id
== WINED3DFMT_UNKNOWN
)
3525 wined3d_format_calculate_pitch(format
, alignment
, width
, height
, &row_pitch
, &slice_pitch
);
3527 return slice_pitch
* depth
;
3530 /*****************************************************************************
3531 * Trace formatting of useful values
3533 const char *debug_box(const struct wined3d_box
*box
)
3537 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3538 box
->left
, box
->top
, box
->front
,
3539 box
->right
, box
->bottom
, box
->back
);
3542 const char *debug_color(const struct wined3d_color
*color
)
3546 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3547 color
->r
, color
->g
, color
->b
, color
->a
);
3550 const char *debug_ivec4(const struct wined3d_ivec4
*v
)
3554 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3555 v
->x
, v
->y
, v
->z
, v
->w
);
3558 const char *debug_vec4(const struct wined3d_vec4
*v
)
3562 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3563 v
->x
, v
->y
, v
->z
, v
->w
);
3566 const char *debug_d3dformat(enum wined3d_format_id format_id
)
3570 #define FMT_TO_STR(format_id) case format_id: return #format_id
3571 FMT_TO_STR(WINED3DFMT_UNKNOWN
);
3572 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM
);
3573 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM
);
3574 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM
);
3575 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM
);
3576 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM
);
3577 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM
);
3578 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM
);
3579 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM
);
3580 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM
);
3581 FMT_TO_STR(WINED3DFMT_P8_UINT
);
3582 FMT_TO_STR(WINED3DFMT_L8_UNORM
);
3583 FMT_TO_STR(WINED3DFMT_L8A8_UNORM
);
3584 FMT_TO_STR(WINED3DFMT_L4A4_UNORM
);
3585 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
3586 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
3587 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM
);
3588 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM
);
3589 FMT_TO_STR(WINED3DFMT_UYVY
);
3590 FMT_TO_STR(WINED3DFMT_YUY2
);
3591 FMT_TO_STR(WINED3DFMT_YV12
);
3592 FMT_TO_STR(WINED3DFMT_NV12
);
3593 FMT_TO_STR(WINED3DFMT_DXT1
);
3594 FMT_TO_STR(WINED3DFMT_DXT2
);
3595 FMT_TO_STR(WINED3DFMT_DXT3
);
3596 FMT_TO_STR(WINED3DFMT_DXT4
);
3597 FMT_TO_STR(WINED3DFMT_DXT5
);
3598 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8
);
3599 FMT_TO_STR(WINED3DFMT_G8R8_G8B8
);
3600 FMT_TO_STR(WINED3DFMT_R8G8_B8G8
);
3601 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE
);
3602 FMT_TO_STR(WINED3DFMT_D32_UNORM
);
3603 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM
);
3604 FMT_TO_STR(WINED3DFMT_X8D24_UNORM
);
3605 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM
);
3606 FMT_TO_STR(WINED3DFMT_L16_UNORM
);
3607 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT
);
3608 FMT_TO_STR(WINED3DFMT_VERTEXDATA
);
3609 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx
);
3610 FMT_TO_STR(WINED3DFMT_ATI1N
);
3611 FMT_TO_STR(WINED3DFMT_ATI2N
);
3612 FMT_TO_STR(WINED3DFMT_NVDB
);
3613 FMT_TO_STR(WINED3DFMT_NVHU
);
3614 FMT_TO_STR(WINED3DFMT_NVHS
);
3615 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS
);
3616 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT
);
3617 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT
);
3618 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT
);
3619 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS
);
3620 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT
);
3621 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT
);
3622 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT
);
3623 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS
);
3624 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT
);
3625 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM
);
3626 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT
);
3627 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM
);
3628 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT
);
3629 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS
);
3630 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT
);
3631 FMT_TO_STR(WINED3DFMT_R32G32_UINT
);
3632 FMT_TO_STR(WINED3DFMT_R32G32_SINT
);
3633 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS
);
3634 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT
);
3635 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS
);
3636 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT
);
3637 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS
);
3638 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM
);
3639 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT
);
3640 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM
);
3641 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT
);
3642 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS
);
3643 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM
);
3644 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB
);
3645 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT
);
3646 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM
);
3647 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT
);
3648 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS
);
3649 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT
);
3650 FMT_TO_STR(WINED3DFMT_R16G16_UNORM
);
3651 FMT_TO_STR(WINED3DFMT_R16G16_UINT
);
3652 FMT_TO_STR(WINED3DFMT_R16G16_SNORM
);
3653 FMT_TO_STR(WINED3DFMT_R16G16_SINT
);
3654 FMT_TO_STR(WINED3DFMT_R32_TYPELESS
);
3655 FMT_TO_STR(WINED3DFMT_D32_FLOAT
);
3656 FMT_TO_STR(WINED3DFMT_R32_FLOAT
);
3657 FMT_TO_STR(WINED3DFMT_R32_UINT
);
3658 FMT_TO_STR(WINED3DFMT_R32_SINT
);
3659 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS
);
3660 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT
);
3661 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS
);
3662 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT
);
3663 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS
);
3664 FMT_TO_STR(WINED3DFMT_R8G8_UNORM
);
3665 FMT_TO_STR(WINED3DFMT_R8G8_UINT
);
3666 FMT_TO_STR(WINED3DFMT_R8G8_SNORM
);
3667 FMT_TO_STR(WINED3DFMT_R8G8_SINT
);
3668 FMT_TO_STR(WINED3DFMT_R16_TYPELESS
);
3669 FMT_TO_STR(WINED3DFMT_R16_FLOAT
);
3670 FMT_TO_STR(WINED3DFMT_D16_UNORM
);
3671 FMT_TO_STR(WINED3DFMT_R16_UNORM
);
3672 FMT_TO_STR(WINED3DFMT_R16_UINT
);
3673 FMT_TO_STR(WINED3DFMT_R16_SNORM
);
3674 FMT_TO_STR(WINED3DFMT_R16_SINT
);
3675 FMT_TO_STR(WINED3DFMT_R8_TYPELESS
);
3676 FMT_TO_STR(WINED3DFMT_R8_UNORM
);
3677 FMT_TO_STR(WINED3DFMT_R8_UINT
);
3678 FMT_TO_STR(WINED3DFMT_R8_SNORM
);
3679 FMT_TO_STR(WINED3DFMT_R8_SINT
);
3680 FMT_TO_STR(WINED3DFMT_A8_UNORM
);
3681 FMT_TO_STR(WINED3DFMT_R1_UNORM
);
3682 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP
);
3683 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM
);
3684 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM
);
3685 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS
);
3686 FMT_TO_STR(WINED3DFMT_BC1_UNORM
);
3687 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB
);
3688 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS
);
3689 FMT_TO_STR(WINED3DFMT_BC2_UNORM
);
3690 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB
);
3691 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS
);
3692 FMT_TO_STR(WINED3DFMT_BC3_UNORM
);
3693 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB
);
3694 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS
);
3695 FMT_TO_STR(WINED3DFMT_BC4_UNORM
);
3696 FMT_TO_STR(WINED3DFMT_BC4_SNORM
);
3697 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS
);
3698 FMT_TO_STR(WINED3DFMT_BC5_UNORM
);
3699 FMT_TO_STR(WINED3DFMT_BC5_SNORM
);
3700 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM
);
3701 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM
);
3702 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM
);
3703 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM
);
3704 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS
);
3705 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB
);
3706 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS
);
3707 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB
);
3708 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS
);
3709 FMT_TO_STR(WINED3DFMT_BC7_UNORM
);
3710 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB
);
3711 FMT_TO_STR(WINED3DFMT_INTZ
);
3712 FMT_TO_STR(WINED3DFMT_RESZ
);
3713 FMT_TO_STR(WINED3DFMT_NULL
);
3714 FMT_TO_STR(WINED3DFMT_R16
);
3715 FMT_TO_STR(WINED3DFMT_AL16
);
3720 fourcc
[0] = (char)(format_id
);
3721 fourcc
[1] = (char)(format_id
>> 8);
3722 fourcc
[2] = (char)(format_id
>> 16);
3723 fourcc
[3] = (char)(format_id
>> 24);
3725 if (isprint(fourcc
[0]) && isprint(fourcc
[1]) && isprint(fourcc
[2]) && isprint(fourcc
[3]))
3726 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id
, fourcc
);
3728 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id
);
3730 return "unrecognized";
3734 const char *debug_d3ddevicetype(enum wined3d_device_type device_type
)
3736 switch (device_type
)
3738 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3739 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL
);
3740 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF
);
3741 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW
);
3742 #undef DEVTYPE_TO_STR
3744 FIXME("Unrecognized device type %#x.\n", device_type
);
3745 return "unrecognized";
3749 const char *debug_d3dusage(DWORD usage
)
3754 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3755 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET
);
3756 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL
);
3757 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY
);
3758 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING
);
3759 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP
);
3760 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS
);
3761 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES
);
3762 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES
);
3763 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC
);
3764 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP
);
3765 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT
);
3766 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER
);
3767 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE
);
3768 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP
);
3769 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI
);
3770 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP
);
3771 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE
);
3772 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC
);
3773 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL
);
3774 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY
);
3775 #undef WINED3DUSAGE_TO_STR
3776 if (usage
) FIXME("Unrecognized usage flag(s) %#x\n", usage
);
3778 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3781 const char *debug_d3dusagequery(DWORD usagequery
)
3786 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3787 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER
);
3788 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP
);
3789 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
);
3790 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD
);
3791 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE
);
3792 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE
);
3793 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP
);
3794 #undef WINED3DUSAGEQUERY_TO_STR
3795 if (usagequery
) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery
);
3797 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3800 const char *debug_d3ddeclmethod(enum wined3d_decl_method method
)
3804 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3805 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT
);
3806 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U
);
3807 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V
);
3808 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV
);
3809 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV
);
3810 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP
);
3811 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED
);
3812 #undef WINED3DDECLMETHOD_TO_STR
3814 FIXME("Unrecognized declaration method %#x.\n", method
);
3815 return "unrecognized";
3819 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage
)
3823 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3824 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION
);
3825 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT
);
3826 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES
);
3827 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL
);
3828 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE
);
3829 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD
);
3830 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT
);
3831 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL
);
3832 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR
);
3833 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT
);
3834 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR
);
3835 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG
);
3836 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH
);
3837 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE
);
3838 #undef WINED3DDECLUSAGE_TO_STR
3840 FIXME("Unrecognized %u declaration usage!\n", usage
);
3841 return "unrecognized";
3845 const char *debug_d3dinput_classification(enum wined3d_input_classification classification
)
3847 switch (classification
)
3849 #define WINED3D_TO_STR(x) case x: return #x
3850 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA
);
3851 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA
);
3852 #undef WINED3D_TO_STR
3854 FIXME("Unrecognized input classification %#x.\n", classification
);
3855 return "unrecognized";
3859 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type
)
3861 switch (resource_type
)
3863 #define WINED3D_TO_STR(x) case x: return #x
3864 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER
);
3865 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D
);
3866 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D
);
3867 #undef WINED3D_TO_STR
3869 FIXME("Unrecognized resource type %#x.\n", resource_type
);
3870 return "unrecognized";
3874 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type
)
3876 switch (primitive_type
)
3878 #define PRIM_TO_STR(prim) case prim: return #prim
3879 PRIM_TO_STR(WINED3D_PT_UNDEFINED
);
3880 PRIM_TO_STR(WINED3D_PT_POINTLIST
);
3881 PRIM_TO_STR(WINED3D_PT_LINELIST
);
3882 PRIM_TO_STR(WINED3D_PT_LINESTRIP
);
3883 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST
);
3884 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP
);
3885 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN
);
3886 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ
);
3887 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ
);
3888 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ
);
3889 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ
);
3892 FIXME("Unrecognized %u primitive type!\n", primitive_type
);
3893 return "unrecognized";
3897 const char *debug_d3drenderstate(enum wined3d_render_state state
)
3901 #define D3DSTATE_TO_STR(u) case u: return #u
3902 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS
);
3903 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE
);
3904 D3DSTATE_TO_STR(WINED3D_RS_WRAPU
);
3905 D3DSTATE_TO_STR(WINED3D_RS_WRAPV
);
3906 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE
);
3907 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE
);
3908 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE
);
3909 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN
);
3910 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE
);
3911 D3DSTATE_TO_STR(WINED3D_RS_ROP2
);
3912 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK
);
3913 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE
);
3914 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE
);
3915 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL
);
3916 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND
);
3917 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND
);
3918 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE
);
3919 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC
);
3920 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF
);
3921 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC
);
3922 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE
);
3923 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE
);
3924 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE
);
3925 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE
);
3926 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE
);
3927 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL
);
3928 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX
);
3929 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA
);
3930 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR
);
3931 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE
);
3932 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART
);
3933 D3DSTATE_TO_STR(WINED3D_RS_FOGEND
);
3934 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY
);
3935 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE
);
3936 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS
);
3937 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE
);
3938 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS
);
3939 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE
);
3940 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY
);
3941 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH
);
3942 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
);
3943 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE
);
3944 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL
);
3945 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL
);
3946 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS
);
3947 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC
);
3948 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF
);
3949 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK
);
3950 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK
);
3951 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR
);
3952 D3DSTATE_TO_STR(WINED3D_RS_WRAP0
);
3953 D3DSTATE_TO_STR(WINED3D_RS_WRAP1
);
3954 D3DSTATE_TO_STR(WINED3D_RS_WRAP2
);
3955 D3DSTATE_TO_STR(WINED3D_RS_WRAP3
);
3956 D3DSTATE_TO_STR(WINED3D_RS_WRAP4
);
3957 D3DSTATE_TO_STR(WINED3D_RS_WRAP5
);
3958 D3DSTATE_TO_STR(WINED3D_RS_WRAP6
);
3959 D3DSTATE_TO_STR(WINED3D_RS_WRAP7
);
3960 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING
);
3961 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING
);
3962 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS
);
3963 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT
);
3964 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE
);
3965 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX
);
3966 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER
);
3967 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS
);
3968 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE
);
3969 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE
);
3970 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE
);
3971 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE
);
3972 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE
);
3973 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND
);
3974 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE
);
3975 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING
);
3976 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE
);
3977 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN
);
3978 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE
);
3979 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE
);
3980 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A
);
3981 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B
);
3982 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C
);
3983 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS
);
3984 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK
);
3985 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE
);
3986 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS
);
3987 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN
);
3988 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX
);
3989 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
);
3990 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE
);
3991 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR
);
3992 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP
);
3993 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE
);
3994 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE
);
3995 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE
);
3996 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS
);
3997 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE
);
3998 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL
);
3999 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL
);
4000 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X
);
4001 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y
);
4002 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z
);
4003 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W
);
4004 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION
);
4005 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE
);
4006 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL
);
4007 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL
);
4008 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS
);
4009 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC
);
4010 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1
);
4011 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2
);
4012 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3
);
4013 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR
);
4014 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE
);
4015 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS
);
4016 D3DSTATE_TO_STR(WINED3D_RS_WRAP8
);
4017 D3DSTATE_TO_STR(WINED3D_RS_WRAP9
);
4018 D3DSTATE_TO_STR(WINED3D_RS_WRAP10
);
4019 D3DSTATE_TO_STR(WINED3D_RS_WRAP11
);
4020 D3DSTATE_TO_STR(WINED3D_RS_WRAP12
);
4021 D3DSTATE_TO_STR(WINED3D_RS_WRAP13
);
4022 D3DSTATE_TO_STR(WINED3D_RS_WRAP14
);
4023 D3DSTATE_TO_STR(WINED3D_RS_WRAP15
);
4024 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE
);
4025 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA
);
4026 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA
);
4027 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA
);
4028 #undef D3DSTATE_TO_STR
4030 FIXME("Unrecognized %u render state!\n", state
);
4031 return "unrecognized";
4035 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state
)
4039 #define D3DSTATE_TO_STR(u) case u: return #u
4040 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR
);
4041 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U
);
4042 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V
);
4043 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W
);
4044 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER
);
4045 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER
);
4046 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER
);
4047 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS
);
4048 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL
);
4049 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY
);
4050 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE
);
4051 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX
);
4052 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET
);
4053 #undef D3DSTATE_TO_STR
4055 FIXME("Unrecognized %u sampler state!\n", state
);
4056 return "unrecognized";
4060 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type
)
4062 switch (filter_type
)
4064 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4065 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE
);
4066 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT
);
4067 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR
);
4068 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC
);
4069 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC
);
4070 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC
);
4071 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD
);
4072 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD
);
4073 #undef D3DTEXTUREFILTERTYPE_TO_STR
4075 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type
);
4076 return "unrecognized";
4080 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state
)
4084 #define D3DSTATE_TO_STR(u) case u: return #u
4085 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP
);
4086 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1
);
4087 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2
);
4088 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP
);
4089 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1
);
4090 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2
);
4091 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00
);
4092 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01
);
4093 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10
);
4094 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11
);
4095 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX
);
4096 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE
);
4097 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET
);
4098 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
);
4099 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0
);
4100 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0
);
4101 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG
);
4102 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT
);
4103 #undef D3DSTATE_TO_STR
4105 FIXME("Unrecognized %u texture state!\n", state
);
4106 return "unrecognized";
4110 const char *debug_d3dtop(enum wined3d_texture_op d3dtop
)
4114 #define D3DTOP_TO_STR(u) case u: return #u
4115 D3DTOP_TO_STR(WINED3D_TOP_DISABLE
);
4116 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1
);
4117 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2
);
4118 D3DTOP_TO_STR(WINED3D_TOP_MODULATE
);
4119 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X
);
4120 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X
);
4121 D3DTOP_TO_STR(WINED3D_TOP_ADD
);
4122 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED
);
4123 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X
);
4124 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT
);
4125 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH
);
4126 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA
);
4127 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA
);
4128 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA
);
4129 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
);
4130 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA
);
4131 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE
);
4132 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
);
4133 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
);
4134 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
);
4135 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
);
4136 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP
);
4137 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE
);
4138 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3
);
4139 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD
);
4140 D3DTOP_TO_STR(WINED3D_TOP_LERP
);
4141 #undef D3DTOP_TO_STR
4143 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
4144 return "unrecognized";
4148 const char *debug_d3dtstype(enum wined3d_transform_state tstype
)
4152 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4153 TSTYPE_TO_STR(WINED3D_TS_VIEW
);
4154 TSTYPE_TO_STR(WINED3D_TS_PROJECTION
);
4155 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0
);
4156 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1
);
4157 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2
);
4158 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3
);
4159 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4
);
4160 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5
);
4161 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6
);
4162 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7
);
4163 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4164 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4165 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4166 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4167 #undef TSTYPE_TO_STR
4169 if (tstype
> 256 && tstype
< 512)
4171 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype
);
4172 return ("WINED3D_TS_WORLD_MATRIX > 0");
4174 FIXME("Unrecognized transform state %#x.\n", tstype
);
4175 return "unrecognized";
4179 const char *debug_shader_type(enum wined3d_shader_type type
)
4183 #define WINED3D_TO_STR(type) case type: return #type
4184 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL
);
4185 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX
);
4186 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY
);
4187 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL
);
4188 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN
);
4189 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE
);
4190 #undef WINED3D_TO_STR
4192 FIXME("Unrecognized shader type %#x.\n", type
);
4193 return "unrecognized";
4197 const char *debug_d3dstate(DWORD state
)
4199 if (STATE_IS_RENDER(state
))
4200 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state
- STATE_RENDER(0)));
4201 if (STATE_IS_TEXTURESTAGE(state
))
4203 DWORD texture_stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
4204 DWORD texture_state
= state
- STATE_TEXTURESTAGE(texture_stage
, 0);
4205 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4206 texture_stage
, debug_d3dtexturestate(texture_state
));
4208 if (STATE_IS_SAMPLER(state
))
4209 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state
- STATE_SAMPLER(0));
4210 if (STATE_IS_SHADER(state
))
4211 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state
- STATE_SHADER(0)));
4212 if (STATE_IS_CONSTANT_BUFFER(state
))
4213 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state
- STATE_CONSTANT_BUFFER(0)));
4214 if (STATE_IS_SHADER_RESOURCE_BINDING(state
))
4215 return "STATE_SHADER_RESOURCE_BINDING";
4216 if (STATE_IS_TRANSFORM(state
))
4217 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state
- STATE_TRANSFORM(0)));
4218 if (STATE_IS_STREAMSRC(state
))
4219 return "STATE_STREAMSRC";
4220 if (STATE_IS_INDEXBUFFER(state
))
4221 return "STATE_INDEXBUFFER";
4222 if (STATE_IS_VDECL(state
))
4223 return "STATE_VDECL";
4224 if (STATE_IS_VIEWPORT(state
))
4225 return "STATE_VIEWPORT";
4226 if (STATE_IS_LIGHT_TYPE(state
))
4227 return "STATE_LIGHT_TYPE";
4228 if (STATE_IS_ACTIVELIGHT(state
))
4229 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state
- STATE_ACTIVELIGHT(0));
4230 if (STATE_IS_SCISSORRECT(state
))
4231 return "STATE_SCISSORRECT";
4232 if (STATE_IS_CLIPPLANE(state
))
4233 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state
- STATE_CLIPPLANE(0));
4234 if (STATE_IS_MATERIAL(state
))
4235 return "STATE_MATERIAL";
4236 if (STATE_IS_FRONTFACE(state
))
4237 return "STATE_FRONTFACE";
4238 if (STATE_IS_POINTSPRITECOORDORIGIN(state
))
4239 return "STATE_POINTSPRITECOORDORIGIN";
4240 if (STATE_IS_BASEVERTEXINDEX(state
))
4241 return "STATE_BASEVERTEXINDEX";
4242 if (STATE_IS_FRAMEBUFFER(state
))
4243 return "STATE_FRAMEBUFFER";
4244 if (STATE_IS_POINT_ENABLE(state
))
4245 return "STATE_POINT_ENABLE";
4246 if (STATE_IS_COLOR_KEY(state
))
4247 return "STATE_COLOR_KEY";
4249 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state
);
4252 const char *debug_d3dpool(enum wined3d_pool pool
)
4256 #define POOL_TO_STR(p) case p: return #p
4257 POOL_TO_STR(WINED3D_POOL_DEFAULT
);
4258 POOL_TO_STR(WINED3D_POOL_MANAGED
);
4259 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM
);
4260 POOL_TO_STR(WINED3D_POOL_SCRATCH
);
4263 FIXME("Unrecognized pool %#x.\n", pool
);
4264 return "unrecognized";
4268 const char *debug_fboattachment(GLenum attachment
)
4272 #define WINED3D_TO_STR(x) case x: return #x
4273 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0
);
4274 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1
);
4275 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2
);
4276 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3
);
4277 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4
);
4278 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5
);
4279 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6
);
4280 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7
);
4281 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8
);
4282 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9
);
4283 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10
);
4284 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11
);
4285 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12
);
4286 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13
);
4287 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14
);
4288 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15
);
4289 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT
);
4290 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT
);
4291 #undef WINED3D_TO_STR
4293 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment
);
4297 const char *debug_fbostatus(GLenum status
) {
4299 #define FBOSTATUS_TO_STR(u) case u: return #u
4300 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE
);
4301 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
);
4302 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
);
4303 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
);
4304 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
);
4305 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
);
4306 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
);
4307 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
);
4308 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
);
4309 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB
);
4310 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED
);
4311 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED
);
4312 #undef FBOSTATUS_TO_STR
4314 FIXME("Unrecognized FBO status 0x%08x.\n", status
);
4315 return "unrecognized";
4319 const char *debug_glerror(GLenum error
) {
4321 #define GLERROR_TO_STR(u) case u: return #u
4322 GLERROR_TO_STR(GL_NO_ERROR
);
4323 GLERROR_TO_STR(GL_INVALID_ENUM
);
4324 GLERROR_TO_STR(GL_INVALID_VALUE
);
4325 GLERROR_TO_STR(GL_INVALID_OPERATION
);
4326 GLERROR_TO_STR(GL_STACK_OVERFLOW
);
4327 GLERROR_TO_STR(GL_STACK_UNDERFLOW
);
4328 GLERROR_TO_STR(GL_OUT_OF_MEMORY
);
4329 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION
);
4330 #undef GLERROR_TO_STR
4332 FIXME("Unrecognized GL error 0x%08x.\n", error
);
4333 return "unrecognized";
4337 static const char *debug_fixup_channel_source(enum fixup_channel_source source
)
4341 #define WINED3D_TO_STR(x) case x: return #x
4342 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO
);
4343 WINED3D_TO_STR(CHANNEL_SOURCE_ONE
);
4344 WINED3D_TO_STR(CHANNEL_SOURCE_X
);
4345 WINED3D_TO_STR(CHANNEL_SOURCE_Y
);
4346 WINED3D_TO_STR(CHANNEL_SOURCE_Z
);
4347 WINED3D_TO_STR(CHANNEL_SOURCE_W
);
4348 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0
);
4349 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1
);
4350 #undef WINED3D_TO_STR
4352 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
4353 return "unrecognized";
4357 static const char *debug_complex_fixup(enum complex_fixup fixup
)
4361 #define WINED3D_TO_STR(x) case x: return #x
4362 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2
);
4363 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY
);
4364 WINED3D_TO_STR(COMPLEX_FIXUP_YV12
);
4365 WINED3D_TO_STR(COMPLEX_FIXUP_NV12
);
4366 WINED3D_TO_STR(COMPLEX_FIXUP_P8
);
4367 #undef WINED3D_TO_STR
4369 FIXME("Unrecognized complex fixup %#x\n", fixup
);
4370 return "unrecognized";
4374 void dump_color_fixup_desc(struct color_fixup_desc fixup
)
4376 if (is_complex_fixup(fixup
))
4378 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup
)));
4382 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup
.x_source
), fixup
.x_sign_fixup
? ", SIGN_FIXUP" : "");
4383 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup
.y_source
), fixup
.y_sign_fixup
? ", SIGN_FIXUP" : "");
4384 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup
.z_source
), fixup
.z_sign_fixup
? ", SIGN_FIXUP" : "");
4385 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup
.w_source
), fixup
.w_sign_fixup
? ", SIGN_FIXUP" : "");
4388 BOOL
is_invalid_op(const struct wined3d_state
*state
, int stage
,
4389 enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
4391 if (op
== WINED3D_TOP_DISABLE
)
4393 if (state
->textures
[stage
])
4396 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4397 && op
!= WINED3D_TOP_SELECT_ARG2
)
4399 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4400 && op
!= WINED3D_TOP_SELECT_ARG1
)
4402 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4403 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
4409 void get_identity_matrix(struct wined3d_matrix
*mat
)
4411 static const struct wined3d_matrix identity
=
4413 1.0f
, 0.0f
, 0.0f
, 0.0f
,
4414 0.0f
, 1.0f
, 0.0f
, 0.0f
,
4415 0.0f
, 0.0f
, 1.0f
, 0.0f
,
4416 0.0f
, 0.0f
, 0.0f
, 1.0f
,
4422 void get_modelview_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4423 unsigned int index
, struct wined3d_matrix
*mat
)
4425 if (context
->last_was_rhw
)
4426 get_identity_matrix(mat
);
4428 multiply_matrix(mat
, &state
->transforms
[WINED3D_TS_VIEW
], &state
->transforms
[WINED3D_TS_WORLD_MATRIX(index
)]);
4431 void get_projection_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4432 struct wined3d_matrix
*mat
)
4434 float center_offset
;
4436 /* There are a couple of additional things we have to take into account
4437 * here besides the projection transformation itself:
4438 * - We need to flip along the y-axis in case of offscreen rendering.
4439 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4440 * - D3D coordinates refer to pixel centers while GL coordinates refer
4442 * - D3D has a top-left filling convention. We need to maintain this
4443 * even after the y-flip mentioned above.
4444 * In order to handle the last two points, we translate by
4445 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4446 * translating slightly less than half a pixel. We want the difference to
4447 * be large enough that it doesn't get lost due to rounding inside the
4448 * driver, but small enough to prevent it from interfering with any
4451 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
4452 center_offset
= 63.0f
/ 64.0f
;
4454 center_offset
= -1.0f
/ 64.0f
;
4456 if (context
->last_was_rhw
)
4458 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4459 float x
= state
->viewport
.x
;
4460 float y
= state
->viewport
.y
;
4461 float w
= state
->viewport
.width
;
4462 float h
= state
->viewport
.height
;
4463 float x_scale
= 2.0f
/ w
;
4464 float x_offset
= (center_offset
- (2.0f
* x
) - w
) / w
;
4465 float y_scale
= context
->render_offscreen
? 2.0f
/ h
: 2.0f
/ -h
;
4466 float y_offset
= context
->render_offscreen
4467 ? (center_offset
- (2.0f
* y
) - h
) / h
4468 : (center_offset
- (2.0f
* y
) - h
) / -h
;
4469 enum wined3d_depth_buffer_type zenable
= state
->fb
->depth_stencil
?
4470 state
->render_states
[WINED3D_RS_ZENABLE
] : WINED3D_ZB_FALSE
;
4471 float z_scale
= zenable
? 2.0f
: 0.0f
;
4472 float z_offset
= zenable
? -1.0f
: 0.0f
;
4473 const struct wined3d_matrix projection
=
4475 x_scale
, 0.0f
, 0.0f
, 0.0f
,
4476 0.0f
, y_scale
, 0.0f
, 0.0f
,
4477 0.0f
, 0.0f
, z_scale
, 0.0f
,
4478 x_offset
, y_offset
, z_offset
, 1.0f
,
4485 float y_scale
= context
->render_offscreen
? -1.0f
: 1.0f
;
4486 float x_offset
= center_offset
/ state
->viewport
.width
;
4487 float y_offset
= context
->render_offscreen
4488 ? center_offset
/ state
->viewport
.height
4489 : -center_offset
/ state
->viewport
.height
;
4490 const struct wined3d_matrix projection
=
4492 1.0f
, 0.0f
, 0.0f
, 0.0f
,
4493 0.0f
, y_scale
, 0.0f
, 0.0f
,
4494 0.0f
, 0.0f
, 2.0f
, 0.0f
,
4495 x_offset
, y_offset
, -1.0f
, 1.0f
,
4498 multiply_matrix(mat
, &projection
, &state
->transforms
[WINED3D_TS_PROJECTION
]);
4502 /* Setup this textures matrix according to the texture flags. */
4503 static void compute_texture_matrix(const struct wined3d_gl_info
*gl_info
, const struct wined3d_matrix
*matrix
,
4504 DWORD flags
, BOOL calculated_coords
, BOOL transformed
, enum wined3d_format_id format_id
,
4505 BOOL ffp_proj_control
, struct wined3d_matrix
*out_matrix
)
4507 struct wined3d_matrix mat
;
4509 if (flags
== WINED3D_TTFF_DISABLE
|| flags
== WINED3D_TTFF_COUNT1
|| transformed
)
4511 get_identity_matrix(out_matrix
);
4515 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
4517 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4523 if (flags
& WINED3D_TTFF_PROJECTED
)
4525 if (!ffp_proj_control
)
4527 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4529 case WINED3D_TTFF_COUNT2
:
4534 mat
._12
= mat
._22
= mat
._32
= mat
._42
= 0.0f
;
4536 case WINED3D_TTFF_COUNT3
:
4541 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
4548 /* Under Direct3D the R/Z coord can be used for translation, under
4549 * OpenGL we use the Q coord instead. */
4550 if (!calculated_coords
)
4554 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4555 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4556 * store the value of mat._41 in mat._21 because the input
4557 * value to the transformation will be 0, so the matrix value
4559 case WINED3DFMT_R32_FLOAT
:
4565 /* See above, just 3rd and 4th coord. */
4566 case WINED3DFMT_R32G32_FLOAT
:
4572 case WINED3DFMT_R32G32B32_FLOAT
: /* Opengl defaults match dx defaults */
4573 case WINED3DFMT_R32G32B32A32_FLOAT
: /* No defaults apply, all app defined */
4575 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4576 * into a bad place. The division elimination below will apply to make sure the
4577 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4579 case WINED3DFMT_UNKNOWN
: /* No texture coords, 0/0/0/1 defaults are passed */
4582 FIXME("Unexpected fixed function texture coord input\n");
4585 if (!ffp_proj_control
)
4587 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4589 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4590 case WINED3D_TTFF_COUNT2
:
4591 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
4592 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4593 * default, which is essentially the same as D3DTTFF_PROJECTED.
4594 * Make sure that the 4th coordinate evaluates to 1.0 to
4597 * If the fixed function pipeline is used, the 4th value
4598 * remains unused, so there is no danger in doing this. With
4599 * vertex shaders we have a problem. Should an application hit
4600 * that problem, the code here would have to check for pixel
4601 * shaders, and the shader has to undo the default GL divide.
4603 * A more serious problem occurs if the application passes 4
4604 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4605 * This would have to be fixed with immediate mode draws. */
4607 mat
._14
= mat
._24
= mat
._34
= 0.0f
; mat
._44
= 1.0f
;
4615 void get_texture_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4616 unsigned int tex
, struct wined3d_matrix
*mat
)
4618 const struct wined3d_device
*device
= context
->swapchain
->device
;
4619 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4620 BOOL generated
= (state
->texture_states
[tex
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
4621 != WINED3DTSS_TCI_PASSTHRU
;
4622 unsigned int coord_idx
= min(state
->texture_states
[tex
][WINED3D_TSS_TEXCOORD_INDEX
& 0x0000ffff],
4625 compute_texture_matrix(gl_info
, &state
->transforms
[WINED3D_TS_TEXTURE0
+ tex
],
4626 state
->texture_states
[tex
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
],
4627 generated
, context
->last_was_rhw
,
4628 context
->stream_info
.use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))
4629 ? context
->stream_info
.elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->id
4630 : WINED3DFMT_UNKNOWN
,
4631 device
->shader_backend
->shader_has_ffp_proj_control(device
->shader_priv
), mat
);
4633 if ((context
->lastWasPow2Texture
& (1u << tex
)) && state
->textures
[tex
])
4636 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4637 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4638 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4641 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4642 multiply_matrix(mat
, mat
, (struct wined3d_matrix
*)state
->textures
[tex
]->pow2_matrix
);
4647 void get_pointsize_minmax(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4648 float *out_min
, float *out_max
)
4656 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
4657 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
4666 void get_pointsize(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4667 float *out_pointsize
, float *out_att
)
4669 /* POINTSCALEENABLE controls how point size value is treated. If set to
4670 * true, the point size is scaled with respect to height of viewport.
4671 * When set to false point size is in pixels. */
4676 } pointsize
, a
, b
, c
;
4682 pointsize
.d
= state
->render_states
[WINED3D_RS_POINTSIZE
];
4683 a
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_A
];
4684 b
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_B
];
4685 c
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_C
];
4687 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4689 float scale_factor
= state
->viewport
.height
* state
->viewport
.height
;
4691 out_att
[0] = a
.f
/ scale_factor
;
4692 out_att
[1] = b
.f
/ scale_factor
;
4693 out_att
[2] = c
.f
/ scale_factor
;
4695 *out_pointsize
= pointsize
.f
;
4698 void get_fog_start_end(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4699 float *start
, float *end
)
4707 switch (context
->fog_source
)
4714 case FOGSOURCE_COORD
:
4720 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
4721 *start
= tmpvalue
.f
;
4722 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
4724 /* Special handling for fog_start == fog_end. In d3d with vertex
4725 * fog, everything is fogged. With table fog, everything with
4726 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4727 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4728 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
&& *start
== *end
)
4736 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4737 ERR("Unexpected fog coordinate source.\n");
4743 /* Note: It's the caller's responsibility to ensure values can be expressed
4744 * in the requested format. UNORM formats for example can only express values
4745 * in the range 0.0f -> 1.0f. */
4746 DWORD
wined3d_format_convert_from_float(const struct wined3d_format
*format
, const struct wined3d_color
*color
)
4750 enum wined3d_format_id format_id
;
4762 {WINED3DFMT_B8G8R8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4763 {WINED3DFMT_B8G8R8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4764 {WINED3DFMT_B8G8R8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4765 {WINED3DFMT_B5G6R5_UNORM
, 31.0f
, 63.0f
, 31.0f
, 0.0f
, 11, 5, 0, 0},
4766 {WINED3DFMT_B5G5R5A1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
4767 {WINED3DFMT_B5G5R5X1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
4768 {WINED3DFMT_R8_UNORM
, 255.0f
, 0.0f
, 0.0f
, 0.0f
, 0, 0, 0, 0},
4769 {WINED3DFMT_A8_UNORM
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
4770 {WINED3DFMT_B4G4R4A4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
4771 {WINED3DFMT_B4G4R4X4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
4772 {WINED3DFMT_B2G3R3_UNORM
, 7.0f
, 7.0f
, 3.0f
, 0.0f
, 5, 2, 0, 0},
4773 {WINED3DFMT_R8G8B8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
4774 {WINED3DFMT_R8G8B8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
4775 {WINED3DFMT_B10G10R10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 20, 10, 0, 30},
4776 {WINED3DFMT_R10G10B10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 0, 10, 20, 30},
4777 {WINED3DFMT_P8_UINT
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
4781 TRACE("Converting color %s to format %s.\n", debug_color(color
), debug_d3dformat(format
->id
));
4783 for (i
= 0; i
< sizeof(conv
) / sizeof(*conv
); ++i
)
4787 if (format
->id
!= conv
[i
].format_id
) continue;
4789 ret
= ((DWORD
)((color
->r
* conv
[i
].r_mul
) + 0.5f
)) << conv
[i
].r_shift
;
4790 ret
|= ((DWORD
)((color
->g
* conv
[i
].g_mul
) + 0.5f
)) << conv
[i
].g_shift
;
4791 ret
|= ((DWORD
)((color
->b
* conv
[i
].b_mul
) + 0.5f
)) << conv
[i
].b_shift
;
4792 ret
|= ((DWORD
)((color
->a
* conv
[i
].a_mul
) + 0.5f
)) << conv
[i
].a_shift
;
4794 TRACE("Returning 0x%08x.\n", ret
);
4799 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
4804 static float color_to_float(DWORD color
, DWORD size
, DWORD offset
)
4806 DWORD mask
= (1u << size
) - 1;
4814 return (float)color
/ (float)mask
;
4817 BOOL
wined3d_format_convert_color_to_float(const struct wined3d_format
*format
,
4818 const struct wined3d_palette
*palette
, DWORD color
, struct wined3d_color
*float_color
)
4822 case WINED3DFMT_B8G8R8_UNORM
:
4823 case WINED3DFMT_B8G8R8A8_UNORM
:
4824 case WINED3DFMT_B8G8R8X8_UNORM
:
4825 case WINED3DFMT_B5G6R5_UNORM
:
4826 case WINED3DFMT_B5G5R5X1_UNORM
:
4827 case WINED3DFMT_B5G5R5A1_UNORM
:
4828 case WINED3DFMT_B4G4R4A4_UNORM
:
4829 case WINED3DFMT_B2G3R3_UNORM
:
4830 case WINED3DFMT_R8_UNORM
:
4831 case WINED3DFMT_A8_UNORM
:
4832 case WINED3DFMT_B2G3R3A8_UNORM
:
4833 case WINED3DFMT_B4G4R4X4_UNORM
:
4834 case WINED3DFMT_R10G10B10A2_UNORM
:
4835 case WINED3DFMT_R10G10B10A2_SNORM
:
4836 case WINED3DFMT_R8G8B8A8_UNORM
:
4837 case WINED3DFMT_R8G8B8X8_UNORM
:
4838 case WINED3DFMT_R16G16_UNORM
:
4839 case WINED3DFMT_B10G10R10A2_UNORM
:
4840 float_color
->r
= color_to_float(color
, format
->red_size
, format
->red_offset
);
4841 float_color
->g
= color_to_float(color
, format
->green_size
, format
->green_offset
);
4842 float_color
->b
= color_to_float(color
, format
->blue_size
, format
->blue_offset
);
4843 float_color
->a
= color_to_float(color
, format
->alpha_size
, format
->alpha_offset
);
4846 case WINED3DFMT_P8_UINT
:
4849 float_color
->r
= palette
->colors
[color
].rgbRed
/ 255.0f
;
4850 float_color
->g
= palette
->colors
[color
].rgbGreen
/ 255.0f
;
4851 float_color
->b
= palette
->colors
[color
].rgbBlue
/ 255.0f
;
4855 float_color
->r
= 0.0f
;
4856 float_color
->g
= 0.0f
;
4857 float_color
->b
= 0.0f
;
4859 float_color
->a
= color
/ 255.0f
;
4863 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
4868 void wined3d_format_get_float_color_key(const struct wined3d_format
*format
,
4869 const struct wined3d_color_key
*key
, struct wined3d_color
*float_colors
)
4871 struct wined3d_color slop
;
4875 case WINED3DFMT_B8G8R8_UNORM
:
4876 case WINED3DFMT_B8G8R8A8_UNORM
:
4877 case WINED3DFMT_B8G8R8X8_UNORM
:
4878 case WINED3DFMT_B5G6R5_UNORM
:
4879 case WINED3DFMT_B5G5R5X1_UNORM
:
4880 case WINED3DFMT_B5G5R5A1_UNORM
:
4881 case WINED3DFMT_B4G4R4A4_UNORM
:
4882 case WINED3DFMT_B2G3R3_UNORM
:
4883 case WINED3DFMT_R8_UNORM
:
4884 case WINED3DFMT_A8_UNORM
:
4885 case WINED3DFMT_B2G3R3A8_UNORM
:
4886 case WINED3DFMT_B4G4R4X4_UNORM
:
4887 case WINED3DFMT_R10G10B10A2_UNORM
:
4888 case WINED3DFMT_R10G10B10A2_SNORM
:
4889 case WINED3DFMT_R8G8B8A8_UNORM
:
4890 case WINED3DFMT_R8G8B8X8_UNORM
:
4891 case WINED3DFMT_R16G16_UNORM
:
4892 case WINED3DFMT_B10G10R10A2_UNORM
:
4893 slop
.r
= 0.5f
/ ((1 << format
->red_size
) - 1);
4894 slop
.g
= 0.5f
/ ((1 << format
->green_size
) - 1);
4895 slop
.b
= 0.5f
/ ((1 << format
->blue_size
) - 1);
4896 slop
.a
= 0.5f
/ ((1 << format
->alpha_size
) - 1);
4898 float_colors
[0].r
= color_to_float(key
->color_space_low_value
, format
->red_size
, format
->red_offset
)
4900 float_colors
[0].g
= color_to_float(key
->color_space_low_value
, format
->green_size
, format
->green_offset
)
4902 float_colors
[0].b
= color_to_float(key
->color_space_low_value
, format
->blue_size
, format
->blue_offset
)
4904 float_colors
[0].a
= color_to_float(key
->color_space_low_value
, format
->alpha_size
, format
->alpha_offset
)
4907 float_colors
[1].r
= color_to_float(key
->color_space_high_value
, format
->red_size
, format
->red_offset
)
4909 float_colors
[1].g
= color_to_float(key
->color_space_high_value
, format
->green_size
, format
->green_offset
)
4911 float_colors
[1].b
= color_to_float(key
->color_space_high_value
, format
->blue_size
, format
->blue_offset
)
4913 float_colors
[1].a
= color_to_float(key
->color_space_high_value
, format
->alpha_size
, format
->alpha_offset
)
4917 case WINED3DFMT_P8_UINT
:
4918 float_colors
[0].r
= 0.0f
;
4919 float_colors
[0].g
= 0.0f
;
4920 float_colors
[0].b
= 0.0f
;
4921 float_colors
[0].a
= (key
->color_space_low_value
- 0.5f
) / 255.0f
;
4923 float_colors
[1].r
= 0.0f
;
4924 float_colors
[1].g
= 0.0f
;
4925 float_colors
[1].b
= 0.0f
;
4926 float_colors
[1].a
= (key
->color_space_high_value
+ 0.5f
) / 255.0f
;
4930 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format
->id
));
4934 /* DirectDraw stuff */
4935 enum wined3d_format_id
pixelformat_for_depth(DWORD depth
)
4939 case 8: return WINED3DFMT_P8_UINT
;
4940 case 15: return WINED3DFMT_B5G5R5X1_UNORM
;
4941 case 16: return WINED3DFMT_B5G6R5_UNORM
;
4942 case 24: return WINED3DFMT_B8G8R8X8_UNORM
; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4943 case 32: return WINED3DFMT_B8G8R8X8_UNORM
; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4944 default: return WINED3DFMT_UNKNOWN
;
4948 void multiply_matrix(struct wined3d_matrix
*dst
, const struct wined3d_matrix
*src1
, const struct wined3d_matrix
*src2
)
4950 struct wined3d_matrix tmp
;
4952 /* Now do the multiplication 'by hand'.
4953 I know that all this could be optimised, but this will be done later :-) */
4954 tmp
._11
= (src1
->_11
* src2
->_11
) + (src1
->_21
* src2
->_12
) + (src1
->_31
* src2
->_13
) + (src1
->_41
* src2
->_14
);
4955 tmp
._21
= (src1
->_11
* src2
->_21
) + (src1
->_21
* src2
->_22
) + (src1
->_31
* src2
->_23
) + (src1
->_41
* src2
->_24
);
4956 tmp
._31
= (src1
->_11
* src2
->_31
) + (src1
->_21
* src2
->_32
) + (src1
->_31
* src2
->_33
) + (src1
->_41
* src2
->_34
);
4957 tmp
._41
= (src1
->_11
* src2
->_41
) + (src1
->_21
* src2
->_42
) + (src1
->_31
* src2
->_43
) + (src1
->_41
* src2
->_44
);
4959 tmp
._12
= (src1
->_12
* src2
->_11
) + (src1
->_22
* src2
->_12
) + (src1
->_32
* src2
->_13
) + (src1
->_42
* src2
->_14
);
4960 tmp
._22
= (src1
->_12
* src2
->_21
) + (src1
->_22
* src2
->_22
) + (src1
->_32
* src2
->_23
) + (src1
->_42
* src2
->_24
);
4961 tmp
._32
= (src1
->_12
* src2
->_31
) + (src1
->_22
* src2
->_32
) + (src1
->_32
* src2
->_33
) + (src1
->_42
* src2
->_34
);
4962 tmp
._42
= (src1
->_12
* src2
->_41
) + (src1
->_22
* src2
->_42
) + (src1
->_32
* src2
->_43
) + (src1
->_42
* src2
->_44
);
4964 tmp
._13
= (src1
->_13
* src2
->_11
) + (src1
->_23
* src2
->_12
) + (src1
->_33
* src2
->_13
) + (src1
->_43
* src2
->_14
);
4965 tmp
._23
= (src1
->_13
* src2
->_21
) + (src1
->_23
* src2
->_22
) + (src1
->_33
* src2
->_23
) + (src1
->_43
* src2
->_24
);
4966 tmp
._33
= (src1
->_13
* src2
->_31
) + (src1
->_23
* src2
->_32
) + (src1
->_33
* src2
->_33
) + (src1
->_43
* src2
->_34
);
4967 tmp
._43
= (src1
->_13
* src2
->_41
) + (src1
->_23
* src2
->_42
) + (src1
->_33
* src2
->_43
) + (src1
->_43
* src2
->_44
);
4969 tmp
._14
= (src1
->_14
* src2
->_11
) + (src1
->_24
* src2
->_12
) + (src1
->_34
* src2
->_13
) + (src1
->_44
* src2
->_14
);
4970 tmp
._24
= (src1
->_14
* src2
->_21
) + (src1
->_24
* src2
->_22
) + (src1
->_34
* src2
->_23
) + (src1
->_44
* src2
->_24
);
4971 tmp
._34
= (src1
->_14
* src2
->_31
) + (src1
->_24
* src2
->_32
) + (src1
->_34
* src2
->_33
) + (src1
->_44
* src2
->_34
);
4972 tmp
._44
= (src1
->_14
* src2
->_41
) + (src1
->_24
* src2
->_42
) + (src1
->_34
* src2
->_43
) + (src1
->_44
* src2
->_44
);
4977 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
4980 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
4982 if (d3dvtVertexType
& WINED3DFVF_NORMAL
) size
+= 3 * sizeof(float);
4983 if (d3dvtVertexType
& WINED3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
4984 if (d3dvtVertexType
& WINED3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
4985 if (d3dvtVertexType
& WINED3DFVF_PSIZE
) size
+= sizeof(DWORD
);
4986 switch (d3dvtVertexType
& WINED3DFVF_POSITION_MASK
) {
4987 case WINED3DFVF_XYZ
: size
+= 3 * sizeof(float); break;
4988 case WINED3DFVF_XYZRHW
: size
+= 4 * sizeof(float); break;
4989 case WINED3DFVF_XYZB1
: size
+= 4 * sizeof(float); break;
4990 case WINED3DFVF_XYZB2
: size
+= 5 * sizeof(float); break;
4991 case WINED3DFVF_XYZB3
: size
+= 6 * sizeof(float); break;
4992 case WINED3DFVF_XYZB4
: size
+= 7 * sizeof(float); break;
4993 case WINED3DFVF_XYZB5
: size
+= 8 * sizeof(float); break;
4994 case WINED3DFVF_XYZW
: size
+= 4 * sizeof(float); break;
4995 default: ERR("Unexpected position mask\n");
4997 for (i
= 0; i
< numTextures
; i
++) {
4998 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
5004 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info
*gl_info
)
5006 /* On core profile we have to also count diffuse and specular colors and the
5007 * fog coordinate. */
5008 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? MAX_TEXTURES
* 4 : (MAX_TEXTURES
+ 2) * 4 + 1;
5011 void gen_ffp_frag_op(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5012 struct ffp_frag_settings
*settings
, BOOL ignore_textype
)
5017 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
5020 /* D3DTOP_DISABLE */ 0,
5021 /* D3DTOP_SELECTARG1 */ ARG1
,
5022 /* D3DTOP_SELECTARG2 */ ARG2
,
5023 /* D3DTOP_MODULATE */ ARG1
| ARG2
,
5024 /* D3DTOP_MODULATE2X */ ARG1
| ARG2
,
5025 /* D3DTOP_MODULATE4X */ ARG1
| ARG2
,
5026 /* D3DTOP_ADD */ ARG1
| ARG2
,
5027 /* D3DTOP_ADDSIGNED */ ARG1
| ARG2
,
5028 /* D3DTOP_ADDSIGNED2X */ ARG1
| ARG2
,
5029 /* D3DTOP_SUBTRACT */ ARG1
| ARG2
,
5030 /* D3DTOP_ADDSMOOTH */ ARG1
| ARG2
,
5031 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1
| ARG2
,
5032 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1
| ARG2
,
5033 /* D3DTOP_BLENDFACTORALPHA */ ARG1
| ARG2
,
5034 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1
| ARG2
,
5035 /* D3DTOP_BLENDCURRENTALPHA */ ARG1
| ARG2
,
5036 /* D3DTOP_PREMODULATE */ ARG1
| ARG2
,
5037 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1
| ARG2
,
5038 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1
| ARG2
,
5039 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1
| ARG2
,
5040 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1
| ARG2
,
5041 /* D3DTOP_BUMPENVMAP */ ARG1
| ARG2
,
5042 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1
| ARG2
,
5043 /* D3DTOP_DOTPRODUCT3 */ ARG1
| ARG2
,
5044 /* D3DTOP_MULTIPLYADD */ ARG1
| ARG2
| ARG0
,
5045 /* D3DTOP_LERP */ ARG1
| ARG2
| ARG0
5049 DWORD cop
, aop
, carg0
, carg1
, carg2
, aarg0
, aarg1
, aarg2
;
5050 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5051 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
5053 settings
->padding
= 0;
5055 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
5057 const struct wined3d_texture
*texture
;
5059 settings
->op
[i
].padding
= 0;
5060 if (state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
5062 settings
->op
[i
].cop
= WINED3D_TOP_DISABLE
;
5063 settings
->op
[i
].aop
= WINED3D_TOP_DISABLE
;
5064 settings
->op
[i
].carg0
= settings
->op
[i
].carg1
= settings
->op
[i
].carg2
= ARG_UNUSED
;
5065 settings
->op
[i
].aarg0
= settings
->op
[i
].aarg1
= settings
->op
[i
].aarg2
= ARG_UNUSED
;
5066 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
5067 settings
->op
[i
].dst
= resultreg
;
5068 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
5069 settings
->op
[i
].projected
= proj_none
;
5074 if ((texture
= state
->textures
[i
]))
5076 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
5077 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
5079 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
5082 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
5086 switch (texture
->target
)
5089 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
5092 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
5095 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
5097 case GL_TEXTURE_CUBE_MAP_ARB
:
5098 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
5100 case GL_TEXTURE_RECTANGLE_ARB
:
5101 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
5106 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
5107 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
5110 cop
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
5111 aop
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
5113 carg1
= (args
[cop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] : ARG_UNUSED
;
5114 carg2
= (args
[cop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] : ARG_UNUSED
;
5115 carg0
= (args
[cop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] : ARG_UNUSED
;
5117 if (is_invalid_op(state
, i
, cop
, carg1
, carg2
, carg0
))
5121 carg1
= WINED3DTA_CURRENT
;
5122 cop
= WINED3D_TOP_SELECT_ARG1
;
5125 if (cop
== WINED3D_TOP_DOTPRODUCT3
)
5127 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5128 * the color result to the alpha component of the destination
5137 aarg1
= (args
[aop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] : ARG_UNUSED
;
5138 aarg2
= (args
[aop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] : ARG_UNUSED
;
5139 aarg0
= (args
[aop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] : ARG_UNUSED
;
5142 if (!i
&& state
->textures
[0] && state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
5144 GLenum texture_dimensions
;
5146 texture
= state
->textures
[0];
5147 texture_dimensions
= texture
->target
;
5149 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
5151 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
5153 if (aop
== WINED3D_TOP_DISABLE
)
5155 aarg1
= WINED3DTA_TEXTURE
;
5156 aop
= WINED3D_TOP_SELECT_ARG1
;
5158 else if (aop
== WINED3D_TOP_SELECT_ARG1
&& aarg1
!= WINED3DTA_TEXTURE
)
5160 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
5162 aarg2
= WINED3DTA_TEXTURE
;
5163 aop
= WINED3D_TOP_MODULATE
;
5165 else aarg1
= WINED3DTA_TEXTURE
;
5167 else if (aop
== WINED3D_TOP_SELECT_ARG2
&& aarg2
!= WINED3DTA_TEXTURE
)
5169 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
5171 aarg1
= WINED3DTA_TEXTURE
;
5172 aop
= WINED3D_TOP_MODULATE
;
5174 else aarg2
= WINED3DTA_TEXTURE
;
5180 if (is_invalid_op(state
, i
, aop
, aarg1
, aarg2
, aarg0
))
5184 aarg1
= WINED3DTA_CURRENT
;
5185 aop
= WINED3D_TOP_SELECT_ARG1
;
5188 if (carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
5189 || aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
)
5191 ttff
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
5192 if (ttff
== (WINED3D_TTFF_PROJECTED
| WINED3D_TTFF_COUNT3
))
5193 settings
->op
[i
].projected
= proj_count3
;
5194 else if (ttff
& WINED3D_TTFF_PROJECTED
)
5195 settings
->op
[i
].projected
= proj_count4
;
5197 settings
->op
[i
].projected
= proj_none
;
5201 settings
->op
[i
].projected
= proj_none
;
5204 settings
->op
[i
].cop
= cop
;
5205 settings
->op
[i
].aop
= aop
;
5206 settings
->op
[i
].carg0
= carg0
;
5207 settings
->op
[i
].carg1
= carg1
;
5208 settings
->op
[i
].carg2
= carg2
;
5209 settings
->op
[i
].aarg0
= aarg0
;
5210 settings
->op
[i
].aarg1
= aarg1
;
5211 settings
->op
[i
].aarg2
= aarg2
;
5213 if (state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] == WINED3DTA_TEMP
)
5214 settings
->op
[i
].dst
= tempreg
;
5216 settings
->op
[i
].dst
= resultreg
;
5219 /* Clear unsupported stages */
5220 for(; i
< MAX_TEXTURES
; i
++) {
5221 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
5224 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5226 settings
->fog
= WINED3D_FFP_PS_FOG_OFF
;
5228 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
5230 if (use_vs(state
) || state
->vertex_declaration
->position_transformed
)
5232 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5236 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
5238 case WINED3D_FOG_NONE
:
5239 case WINED3D_FOG_LINEAR
:
5240 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5242 case WINED3D_FOG_EXP
:
5243 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
5245 case WINED3D_FOG_EXP2
:
5246 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
5253 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
5255 case WINED3D_FOG_LINEAR
:
5256 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5258 case WINED3D_FOG_EXP
:
5259 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
5261 case WINED3D_FOG_EXP2
:
5262 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
5266 settings
->sRGB_write
= !gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
);
5267 if (d3d_info
->vs_clipping
|| !use_vs(state
) || !state
->render_states
[WINED3D_RS_CLIPPING
]
5268 || !state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
5270 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5271 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5272 * if no clipplane is enabled
5274 settings
->emul_clipplanes
= 0;
5276 settings
->emul_clipplanes
= 1;
5279 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && state
->textures
[0]
5280 && state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
5281 && settings
->op
[0].cop
!= WINED3D_TOP_DISABLE
)
5282 settings
->color_key_enabled
= 1;
5284 settings
->color_key_enabled
= 0;
5286 /* texcoords_initialized is set to meaningful values only when GL doesn't
5287 * support enough varyings to always pass around all the possible texture
5289 * This is used to avoid reading a varying not written by the vertex shader.
5290 * Reading uninitialized varyings on core profile contexts results in an
5291 * error while with builtin varyings on legacy contexts you get undefined
5293 if (d3d_info
->limits
.varying_count
5294 && d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(gl_info
))
5296 settings
->texcoords_initialized
= 0;
5297 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5301 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
5302 settings
->texcoords_initialized
|= 1u << i
;
5306 const struct wined3d_stream_info
*si
= &context
->stream_info
;
5307 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5308 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
5309 & WINED3D_FFP_TCI_MASK
5310 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
5311 settings
->texcoords_initialized
|= 1u << i
;
5317 settings
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
5320 settings
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
5321 && state
->gl_primitive_type
== GL_POINTS
;
5323 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
5324 settings
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
5326 settings
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
5327 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
5328 : WINED3D_CMP_ALWAYS
) - 1;
5330 if (d3d_info
->emulated_flatshading
)
5331 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5333 settings
->flatshading
= FALSE
;
5336 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
5337 const struct ffp_frag_settings
*settings
)
5339 struct wine_rb_entry
*entry
= wine_rb_get(fragment_shaders
, settings
);
5340 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct ffp_frag_desc
, entry
) : NULL
;
5343 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
)
5345 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5346 * whereas desc points to an extended structure with implementation specific parts. */
5347 if (wine_rb_put(shaders
, &desc
->settings
, &desc
->entry
) == -1)
5349 ERR("Failed to insert ffp frag shader.\n");
5353 /* Activates the texture dimension according to the bound D3D texture. Does
5354 * not care for the colorop or correct gl texture unit (when using nvrc).
5355 * Requires the caller to activate the correct unit. */
5356 /* Context activation is done by the caller (state handler). */
5357 void texture_activate_dimensions(const struct wined3d_texture
*texture
, const struct wined3d_gl_info
*gl_info
)
5361 switch (texture
->target
)
5364 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5365 checkGLcall("glDisable(GL_TEXTURE_3D)");
5366 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5368 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5369 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5371 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5373 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5374 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5376 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5377 checkGLcall("glEnable(GL_TEXTURE_2D)");
5379 case GL_TEXTURE_RECTANGLE_ARB
:
5380 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5381 checkGLcall("glDisable(GL_TEXTURE_2D)");
5382 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5383 checkGLcall("glDisable(GL_TEXTURE_3D)");
5384 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5386 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5387 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5389 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_RECTANGLE_ARB
);
5390 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5393 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5395 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5396 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5398 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5400 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5401 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5403 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5404 checkGLcall("glDisable(GL_TEXTURE_2D)");
5405 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_3D
);
5406 checkGLcall("glEnable(GL_TEXTURE_3D)");
5408 case GL_TEXTURE_CUBE_MAP_ARB
:
5409 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5410 checkGLcall("glDisable(GL_TEXTURE_2D)");
5411 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5412 checkGLcall("glDisable(GL_TEXTURE_3D)");
5413 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5415 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5416 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5418 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
5419 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5425 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5426 checkGLcall("glEnable(GL_TEXTURE_2D)");
5427 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5428 checkGLcall("glDisable(GL_TEXTURE_3D)");
5429 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5431 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5432 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5434 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5436 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5437 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5439 /* Binding textures is done by samplers. A dummy texture will be bound */
5443 /* Context activation is done by the caller (state handler). */
5444 void sampler_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5446 DWORD sampler
= state_id
- STATE_SAMPLER(0);
5447 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
5449 /* No need to enable / disable anything here for unused samplers. The
5450 * tex_colorop handler takes care. Also no action is needed with pixel
5451 * shaders, or if tex_colorop will take care of this business. */
5452 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
5454 if (sampler
>= context
->lowest_disabled_stage
)
5456 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
5459 texture_activate_dimensions(state
->textures
[sampler
], context
->gl_info
);
5462 void *wined3d_rb_alloc(size_t size
)
5464 return HeapAlloc(GetProcessHeap(), 0, size
);
5467 void *wined3d_rb_realloc(void *ptr
, size_t size
)
5469 return HeapReAlloc(GetProcessHeap(), 0, ptr
, size
);
5472 void wined3d_rb_free(void *ptr
)
5474 HeapFree(GetProcessHeap(), 0, ptr
);
5477 static int ffp_frag_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
5479 const struct ffp_frag_settings
*ka
= key
;
5480 const struct ffp_frag_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
, const struct ffp_frag_desc
, entry
)->settings
;
5482 return memcmp(ka
, kb
, sizeof(*ka
));
5485 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions
=
5490 ffp_frag_program_key_compare
,
5493 void wined3d_ffp_get_vs_settings(const struct wined3d_context
*context
,
5494 const struct wined3d_state
*state
, struct wined3d_ffp_vs_settings
*settings
)
5496 const struct wined3d_stream_info
*si
= &context
->stream_info
;
5497 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5498 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
5499 unsigned int coord_idx
, i
;
5501 if (si
->position_transformed
)
5503 memset(settings
, 0, sizeof(*settings
));
5505 settings
->transformed
= 1;
5506 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
5507 settings
->per_vertex_point_size
= !!(si
->use_map
& 1u << WINED3D_FFP_PSIZE
);
5508 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5509 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
5510 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
5511 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5513 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5515 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5517 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5518 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5519 settings
->texcoords
|= 1u << i
;
5520 settings
->texgen
[i
] = state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5522 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5523 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5525 if (d3d_info
->emulated_flatshading
)
5526 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5528 settings
->flatshading
= FALSE
;
5533 switch (state
->render_states
[WINED3D_RS_VERTEXBLEND
])
5535 case WINED3D_VBF_DISABLE
:
5536 case WINED3D_VBF_1WEIGHTS
:
5537 case WINED3D_VBF_2WEIGHTS
:
5538 case WINED3D_VBF_3WEIGHTS
:
5539 settings
->vertexblends
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
5542 FIXME("Unsupported vertex blending: %d\n", state
->render_states
[WINED3D_RS_VERTEXBLEND
]);
5546 settings
->transformed
= 0;
5547 settings
->clipping
= state
->render_states
[WINED3D_RS_CLIPPING
]
5548 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
5549 settings
->normal
= !!(si
->use_map
& (1u << WINED3D_FFP_NORMAL
));
5550 settings
->normalize
= settings
->normal
&& state
->render_states
[WINED3D_RS_NORMALIZENORMALS
];
5551 settings
->lighting
= !!state
->render_states
[WINED3D_RS_LIGHTING
];
5552 settings
->localviewer
= !!state
->render_states
[WINED3D_RS_LOCALVIEWER
];
5553 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
5554 settings
->per_vertex_point_size
= !!(si
->use_map
& 1u << WINED3D_FFP_PSIZE
);
5556 if (state
->render_states
[WINED3D_RS_COLORVERTEX
] && (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
5558 settings
->diffuse_source
= state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
];
5559 settings
->emissive_source
= state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
];
5560 settings
->ambient_source
= state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
];
5561 settings
->specular_source
= state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
];
5565 settings
->diffuse_source
= WINED3D_MCS_MATERIAL
;
5566 settings
->emissive_source
= WINED3D_MCS_MATERIAL
;
5567 settings
->ambient_source
= WINED3D_MCS_MATERIAL
;
5568 settings
->specular_source
= WINED3D_MCS_MATERIAL
;
5571 settings
->texcoords
= 0;
5572 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5574 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5575 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5576 settings
->texcoords
|= 1u << i
;
5577 settings
->texgen
[i
] = state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5579 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5580 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5582 settings
->light_type
= 0;
5583 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5585 if (state
->lights
[i
])
5586 settings
->light_type
|= (state
->lights
[i
]->OriginalParms
.type
5587 & WINED3D_FFP_LIGHT_TYPE_MASK
) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i
);
5590 settings
->ortho_fog
= 0;
5591 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5592 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
5593 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
5595 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5597 if (state
->transforms
[WINED3D_TS_PROJECTION
]._14
== 0.0f
5598 && state
->transforms
[WINED3D_TS_PROJECTION
]._24
== 0.0f
5599 && state
->transforms
[WINED3D_TS_PROJECTION
]._34
== 0.0f
5600 && state
->transforms
[WINED3D_TS_PROJECTION
]._44
== 1.0f
)
5601 settings
->ortho_fog
= 1;
5603 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
)
5604 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5605 else if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
5606 settings
->fog_mode
= WINED3D_FFP_VS_FOG_RANGE
;
5608 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5610 if (d3d_info
->emulated_flatshading
)
5611 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5613 settings
->flatshading
= FALSE
;
5615 settings
->padding
= 0;
5618 static int wined3d_ffp_vertex_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
5620 const struct wined3d_ffp_vs_settings
*ka
= key
;
5621 const struct wined3d_ffp_vs_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
,
5622 const struct wined3d_ffp_vs_desc
, entry
)->settings
;
5624 return memcmp(ka
, kb
, sizeof(*ka
));
5627 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions
=
5632 wined3d_ffp_vertex_program_key_compare
,
5635 const struct blit_shader
*wined3d_select_blitter(const struct wined3d_gl_info
*gl_info
,
5636 const struct wined3d_d3d_info
*d3d_info
, enum wined3d_blit_op blit_op
,
5637 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
5638 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
5640 static const struct blit_shader
* const blitters
[] =
5648 for (i
= 0; i
< sizeof(blitters
) / sizeof(*blitters
); ++i
)
5650 if (blitters
[i
]->blit_supported(gl_info
, d3d_info
, blit_op
,
5651 src_rect
, src_usage
, src_pool
, src_format
,
5652 dst_rect
, dst_usage
, dst_pool
, dst_format
))
5659 void wined3d_get_draw_rect(const struct wined3d_state
*state
, RECT
*rect
)
5661 const struct wined3d_viewport
*vp
= &state
->viewport
;
5663 SetRect(rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
5665 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
5666 IntersectRect(rect
, rect
, &state
->scissor_rect
);
5669 const char *wined3d_debug_location(DWORD location
)
5671 const char *prefix
= "";
5672 const char *suffix
= "";
5675 if (wined3d_popcount(location
) > 16)
5678 location
= ~location
;
5683 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5684 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED
);
5685 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM
);
5686 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY
);
5687 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER
);
5688 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB
);
5689 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB
);
5690 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE
);
5691 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE
);
5692 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED
);
5693 #undef LOCATION_TO_STR
5694 if (location
) FIXME("Unrecognized location flag(s) %#x.\n", location
);
5696 return wine_dbg_sprintf("%s%s%s", prefix
, buf
[0] ? &buf
[3] : "0", suffix
);
5699 /* Print a floating point value with the %.8e format specifier, always using
5700 * '.' as decimal separator. */
5701 void wined3d_ftoa(float value
, char *s
)
5705 if (copysignf(1.0f
, value
) < 0.0f
)
5708 /* Be sure to allocate a buffer of at least 17 characters for the result
5709 as sprintf may return a 3 digit exponent when using the MSVC runtime
5710 instead of a 2 digit exponent. */
5711 sprintf(s
, "%.8e", value
);
5712 if (isfinite(value
))
5716 void wined3d_release_dc(HWND window
, HDC dc
)
5718 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5719 * However, that's not what actually happens, and there are user32 tests
5720 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5721 * So explicitly check that the DC belongs to the window, since we want to
5722 * avoid releasing a DC that belongs to some other window if the original
5723 * window was already destroyed. */
5724 if (WindowFromDC(dc
) != window
)
5725 WARN("DC %p does not belong to window %p.\n", dc
, window
);
5726 else if (!ReleaseDC(window
, dc
))
5727 ERR("Failed to release device context %p, last error %#x.\n", dc
, GetLastError());
5730 BOOL
wined3d_clip_blit(const RECT
*clip_rect
, RECT
*clipped
, RECT
*other
)
5732 RECT orig
= *clipped
;
5733 float scale_x
= (float)(orig
.right
- orig
.left
) / (float)(other
->right
- other
->left
);
5734 float scale_y
= (float)(orig
.bottom
- orig
.top
) / (float)(other
->bottom
- other
->top
);
5736 IntersectRect(clipped
, clipped
, clip_rect
);
5738 if (IsRectEmpty(clipped
))
5740 SetRectEmpty(other
);
5744 other
->left
+= (LONG
)((clipped
->left
- orig
.left
) / scale_x
);
5745 other
->top
+= (LONG
)((clipped
->top
- orig
.top
) / scale_y
);
5746 other
->right
-= (LONG
)((orig
.right
- clipped
->right
) / scale_x
);
5747 other
->bottom
-= (LONG
)((orig
.bottom
- clipped
->bottom
) / scale_y
);